recursal/Fanatic-Fandom huggingface dataset:
Clearhill

## Description

The Once Capital of The Kingdom of Estaria, Clearhill now stands as a major city in The Kingdom of Athein. The port city has seen much rebuilding while the process still takes place this very day. Statues to the Cassel family which once stood proud across the city having been removed to make way for new statues of hope and unity. The ports are active as the shift has turned from Military might to trade.

## Current Government

Far from the Monarchy of the Cassel Family, a Northern Council was formed to represent the old Kingdom of Estaria. While overseeing the entire Northern landmass, the council is also responsible for appointing governors to each of the cities as well. The Council meets in the Summerswind Palace, repurposing the building from the Cassel family.

## Day to Day Life

A far cry from the previous life seen in Clearhill, many people who lived in chains now walk the streets putting their skills to good use. While the city is still primarily human, the other races especially the mixed races are finally able to move around safely. There is still some of the tension with the older members of some previous importance, but they are stride better than how things were five years ago.

## Points of Interest

### Port Vale

* The Nimble Tuna (Dive Bar)
* The Aquatic Hammer (Boat Maker)
* The Well-Groomed Captain Tavern

### Central Vale

* Summerswind Palace
* The Grumpy Knight (Tavern)
* Grillers in the Mist (Restaurant)

### Timberland Vale

* The Chilly Vanilla (Inn)
* The Better Carrot (Farmer's Market)

## Rumors

* Age of Heroes 5th Year: Rumors have begun swirling of a surviving member of the Cassel family after The Night the Cassels Fell.
Sigma

**Sigma** (シグマ *Shiguma*), born under the name **Kamui Shirogane** (白銀・カムイ *Shirogane Kamui*), is the main protagonist of the prequel story, *Daybreak: Side;Sigma* and returns as one of the primary main characters in *Daybreak Chronicles* series.

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Master Swordmanship Specialist**:

**Hand-To-Hand Combatant**:

#### Physical Prowess

**Enhanced Strength**:

**Enhanced Durability & Endurance**:

* **Naturally High Life Force**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Highly-Perceptive Combatant**:

**Advanced Growth Rate**:

### Magical Abilities

**Immense & Umneasurable Magical Power**:

* **Bloodline Skill: Auto-Regen** (血継技量・オートリジェネ, *Kekkei Giryō: Ōtorijene*):
* **Bloodline Skill: Demonic Impulse** (血継技量・魔族衝動, *Kekkei Giryō: Mazoku Shōdō*):
* **Hidden Origin: Limit Break** (隠れ原点・リミットブレイク, *Kakure Genten: Rimitto Bureiku*):

### Origin Daemon Magic

**Origin Daemon Magic** (原始悪魔の魔法, *Genshi Akuma no Mahō*):

#### Supplementary Abilities

* **Elemental Five** (五大分子化魔法転移 (エレメンタルファイブ), *Erementaru Faibu* lit. *Five Elements Molecule Shifting Transference*):
* **Ars Magna** (アルスマグナ, *Arusu Maguna*):
Negotiator

It was only after the lights at the bank had been out for a while that the SWAT team arrived at the scene. The rest of his platoon made a circle around the bank, ready to apprehend anyone who tried to leave, but the Negotiator, who was there right as the lights went out because he was responsible for maintaining the security, found himself trapped inside the bank, armed with nothing but a megaphone. He aimed to stop the confusion himself if he could...

## Summary

The Negotiator is the only role in the game that can reveal his own card during the Interrogation. If he was swapped, his new card will be shown to everyone. He will also fail to reveal if he was intimidated, and won't be informed until he attempts to reveal.

## Strategy

* It is a major gamble to reveal your card without first making sure it has not been swapped. It is very embarrassing to reveal to everyone that you are now a Robber.
* The Anarchist may not be telling the truth about who she has swapped, so if you have any doubts, don't reveal until you are forced to!
* Once you are revealed to be innocent, people that are also innocent are very likely to follow your vote.
* Since you are the only role in the game that can 100% confirm himself, this means you can have some fun. Claim Anarchist, or Ex-Cop, or Psychiatrist and lie all you want. People will CC you and people will think you are evil, but while they are doing this, you can scumread, and when you reveal yourself, you should have a good idea of who the Robber is.
* Not revealing for long enough could allow for a desperate Robber to claim that the Negotiator is at the bottom since one hasn't revealed yet, in which case you'd quickly have them arrested by revealing.
Snoop

The longest lasting Baron, besides maybe the ҍ ҈ҖӴˠȺǼƾ, is the Snoop. He was given this nickname because of his frequent jobs requiring him to scope out robberies or targets for the Attorney's business. He isn’t the smartest man, but with a little training and state-of-the-art technology, he has become useful enough to be the Attorney's left-hand man (behind the Black Baron himself, of course). He has no plans of stopping his crime spree after the Final Heist, but he hopes his daughters can appreciate the free life he has stolen for them…

## Summary

The Snoop can look at two of the bottom cards. He goes during the Bank Robbers' turn. He can also see all other Robbers.

## Strategy

* Claiming Ex-Cop is generally a good idea. You can often tell the truth about what you saw, getting the trust of others fairly easily. If you see the Ex-Cop at the bottom, you can just lie about what that card was.
* If you are a single Robber in a setup with two Robbers and you see two Innocents, then the third card is your partner, meaning you know all of the bottom cards. Use this to your advantage.
* If you are a solo Snoop in a setup with a Shoplifter, you see two Innocent cards at the bottom that aren't Shoplifter, and no one claims to be one, a Shoplifter likely stole your card.
* If you have a Robber partner, it is often in your hands to make their claim as trustworthy as possible. Sometimes this requires lying about the cards you saw at the bottom.
* When you claim Ex-Cop, it is inadvisable to say that you saw a Robber on the bottom. The reason this is important is that if the real Ex-Cop counterclaims you and someone supports that Ex-Cop claim, you cannot say that they are both Robbers working together because you said one was at the bottom, and you will likely lose that game.
Modern Setup

## Roles

1. Plant
2. Snoop
3. Ex-Cop
4. Detective
5. Shoplifter
6. Anarchist
7. Undercover Cop
8. Skeptic (5+ Players)
9. Wildcard (6+ Players)
10. Guard (7+ Players)
11. Fall Guy (8+ Players)
12. Psychiatrist (9 Players)

## Synopsis

The Modern setup is heavily based around working with information. Both Robber roles get information by checking cards (another player's card for Plant and two unused cards for Snoop). Most Innocent roles get information directly from their actions, and the Undercover Cop can get plenty of information through bluffing and claiming a different role. The presence of both Undercover Cop and Fall Guy adds to the depth of scumreading in this setup.

## Strategy

* A lot of strategies from Original Setup apply here as well.
* As Snoop, claiming to be one of the roles you saw at the bottom is risky, since you are likely to get counterclaimed by an Ex-Cop. If you see the latter at the bottom, you can claim it or the other role you saw, and are unlikely to be counterclaimed (only the Wildcard can know the role you claim is at the bottom).
* You can claim Ex-Cop as Snoop and tell the truth about what you saw. If one of the cards you saw is an Ex-Cop, you can say it was a Snoop or a different role, depending on whether you want to counterclaim any other player.
* As a solo Snoop, if neither of the two cards you see is Plant, you know the third card is.
* As Detective, it is your choice whether to check yourself with another player or two other players. The specifics of the choice are described on the role's Wiki page.
* If you are an Undercover Cop, claim a different role to get information out of other players (the most popular Undercover Cop claim is Anarchist). After you get all the information you can get, retract and say you are actually the Undercover Cop. Even if the other players don't believe you and vote for you, you will have a chance of getting the actual Robber arrested.
* Claiming Undercover Cop can be a good idea if you are the Fall Guy. If another player also claims Undercover Cop, and either you get arrested, or they do and arrest you with them, you will win either way.
Custom Setup

## Synopsis

Custom Setup is only available in private matches. The first player of the match chooses the cards to be used as the role setup for the game. The number of cards they select must equal the number of players plus the three bottom cards. There must be at least two non-Innocent cards, but no more than five.

## Guidelines

All good setups share common features. Some may sound obvious, but new players might not have thought about them.

* Most balanced setups contain two evil roles, but the balance is more dependent on how powerful the evils are than how many there are.
* Shoplifter and Wildcard are innocent roles that tend to tip the scales in the Robbers' favor in setups with many evil roles.
* Guard is useless without the Shoplifter, Wildcard, or Anarchist, and is usually only included in setups with at least two of them.
* The roles range in power from weaker roles like Hostage to mid-tier roles like Rookie, Wildcard, and Skeptic to powerful roles like Negotiator and Anarchist.
* The Fall Guy should be considered among the Bank Robber team when considering balance, as the Robbers win if he does.
* Plant and Snoop are more powerful than Bank Robber. Intimidator's power is situational.
* Intimidator should always have a role that can help him.
* Attorney is a good stand-in for a Bank Robber if you want to reduce the amount of roles that the Innocents can vote in order to win.
* It is possible to start without any Bank Robbers in a setup (or with just the Attorney), but this won't work as the Innocents are not required to vote anyone to win.

## Examples

There are no examples at the moment. Feel free to add some yourself! List the roles in a numbered list in the order that they perform their actions in, and give a brief description of how it works.
Turncoat

Lore to be added at a different time.

### Robbery Action

Check a player's card. If that player is of Bank robber alignment, except for the Attorney, your alignment changes to Bank Robber.

### Win Condition

Arrest a Bank Robber, or no Bank Robbers are arrested.

## Summary

The Turncoat is an interesting Innocent-aligned role, his ability to check another player's card can be powerful, but if he checks a Bank Robber, except for the Attorney, his alignment will change to Bank Robber as well. A double-edged blade of sorts, it may be best to corroborate the Bank Robber they checked to be an Innocent role.
Hostage

The Hostages should be halfway to Heaven by now. The Barons have never been keen on keeping survivors. According to the Attorney, they can make problems in a courtroom. However, a deal that has been struck between the Plant and the ¶®ÑǂɊˤΞѽ has the Barons performing the Final Heist under the orders to not open fire. May the Hostages consider themselves lucky, for now...

## Summary

The Hostage is an Innocent role that has no actions. This is one of the most simple roles in the game.

## Strategy

* Claim as soon as possible when the Interrogation starts, after the Shoplifter has claimed if she is in the setup. The most difficult part of being a Hostage is convincing others that you actually are one. Since you can't prove yourself, the best strategy is saying that you are a Hostage just after the Interrogation begins and the Shoplifter claims (or doesn't claim). Even if somebody else claims Hostage or says that you can't be one, you have the advantage of timing.
* Be wary of the Shoplifter. Before claiming your role, wait and ask whether a Shoplifter is in the game. If there is one and they stole from an Innocent Role, they are going to out with information. If you say what you are first, and then someone else claims to have stolen your Hostage, you are going to have a hard time figuring out whether they are lying.
* If you wait to see if somebody else claims Hostage while they can't be, you will know they're lying, but you will have a harder time defending yourself than if you claimed without waiting for other Hostages.
* Just because you don't have any actions doesn't mean you have to play passively. If you have the opportunity, claim Anarchist or another role that can cause a Robber to out. This can best be done when two other players are counterclaiming each other and your results would be able to solve the issue, even when, in actuality, you are just a Hostage.
Izana Narukami

**Izana Narukami** (鳴神・イザナ *Narukami Izana*) is a major character first introduced in the eponymous *Izana* story arc of *Daybreak Chronicles* and eventually becomes a supporting character from then onwards. In concurrent, he also appears as one of the primary main characters in the second half of the prequel, *Daybreak: Twilight Story*.

## Equipment

**Magic Daggers, Sylphis & Aska** (シルフィスとアスカ, *Shirufisu to Asuka*):

**Multiple Rune-Echanted Knives**:

**Wires**:

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Expert Dagger Combatant**:

**Master Knife Thrower**:

#### Physical Prowess

**Notable Strength**:

**Low Durability**:

* **Enhanced Endurance**:

**Immense Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Natural Prodigy**:

* **High-Leveled Intelligence**:
* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

### Magical Abilities

**Immense & Inexhaustible Magical Power**:

**One Hundred and Eight Cardinal Codes** (百八基数記号, *Hyakuhachi Kisūkigō*):

* **No.007 - Chains of Memories** (七番・記憶の鎖 (チェイン オブ メモリーズ), *Shichi-ban: Kioku no Kusari* (*Chein Obu Memorīzu*)):

### Spirit Summoning

**Spirit Summoning** (霊召喚, *Rei Shōkan*):

* **Armatization** (元素現幻獣力・一心同体 (アルマティゼーション), *Arumatizēshon* lit. *Elemental Embodiment Phantom Beast Power: Two Hearts Beating as One*):

#### List of Izana's Summon Spirits

**Corrine** (コリーヌ, *Korīnu*):

**Heavenly Messengers, Sylph** (天の使者・シルフ, *Ten no Shisha: Shirufu*):

**Ruler of Hellfire, Efreet** (業火の定規・イフリート, *Gōka no Jōgi: Ifurīto*):

**Maiden of the Mist, Undine** (霧の乙女・ウンディーネ, *Kiri no Otome: Undīne*):

**Servant Mother of Earth, Gnome** (地球の召使・ノーム, *Chikyū no Meshitsukai: Nōmu*):
Natsuki Ryuugamine

**Natsuki Ryuugamine** (竜ヶ峰・ナツキ *Ryūgamine Natsuki*) is a character first introduced in the *Dragon Alchemist* story arc, being the eponymous character, as well as a major character during the second half of the second storyline: ***Asterisk Requiem*** of the *Daybreak Chronicles* series alongside Karin Kurogane and Matthew Vessalius. He is also one of the two main protagonists of the prequel series, *Daybreak: Fragments of Zero*.

## Equipment

**Weaving Zero: Rhongomyniad** (零織・ロンゴミニアド, *Zero Shiki: Rongominiado*):

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Master Spearmanship Specialist**:

**Expert Hand-to-Hand Combatant**:

#### Physical Prowess

**High Strength**:

**High Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

#### Other Abilities

**Natural Prodigy**:

* **High-Leveled Intelligence**:
	+ **Masterful Alchemical Knowledge**:
	+ **High Medical Knowledge**:
* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

**Expert Tactician**:

### Magical Abilities

**Immense & Inexhaustible Magical Power**:

### Alchemy Arts

**Alchemy Arts** (錬金術, *Renkinjutsu*):

* **Ley Line Manipulation**:
Hiro Kanzaki

**Hiro Kanzaki** (神崎・ヒロ *Kanzaki Hiro*) is one of the primary main characters in *Daybreak Chronicles* series.

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Expert Swordmanship Specialist**:

**Master Archer**:

#### Physical Prowess

**Enhanced Strength**:

**Enhanced Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Surprisingly Keen Intellect**:

* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

**Moderate Medical Knowledge**:

### Magical Abilities

**Immense Magical Power**:

* **Bloodline Skill: Aura Synthesis** (血継技量・オーラの合成, *Kekkei Giryō: Ōra no Gōsei*):
* **Transmigration: Aura's Will** (他生・オーラの意志, *Tashō: Ōra no Ishi*):

### Azure Soul

**Azure Soul** (精神の魔法 (アズールソウル), *Azūrusouru* lit. *Magic of the Spirit*):

#### Azure Soul: Azurite Enchant

**Azure Soul: Azurite Enchant** (精神の魔法・アズライトエンチャント, *Azūrusouru: Azuraito Enchanto*):

### Daemon Magic: Imaginary Magic Seals

**Daemon Magic** (悪魔の魔術 (デーモンマジック), *Akuma no Majutsu* (*Dēmon Majikku*) lit. *Magic of the Demons*):

* **Daemon Magic: Imaginary Magic Seals** (悪魔の魔術・虚数魔法陣, *Akuma no Majutsu: Kyosū Mahōjin*):

### Daemon Aurea

**Daemon Aurea** (悪鬼同期 (デーモンアウレア), *Dēmon Aurea* lit. *Devil Synchronization*):

### Unison Arts

**Unison Arts** (共振連携攻撃 (ユニゾンアーツ), (*Yunizon Ātsu*) lit. *Resonating Combination Attack*):

* **Heaven Seal: Rising Dragon Fangs** (天国封印・竜座の牙, *Tengoku Fūin: Ryūzanokiba*):
* **Azure Dragon's Furious Blade Dance** (蒼竜の激流剣舞, *Sōryū no Gekiryū Kenbu*):
Advanced Setup

## Roles

1. Plant
2. Attorney
3. Ex-Cop
4. Shoplifter
5. Anarchist
6. Wildcard
7. Negotiator
8. Skeptic (5+ Players)
9. Fall Guy (6+ Players)
10. Psychiatrist (7+ Players)
11. Detective (8+ Players
12. Undercover Cop (9 Players)

## Synopsis

The Advanced setup is the most complicated setup in the game, and is the pinnacle of scumreading. The three different non-Innocent roles in the setup (Plant, Attorney, and Fall Guy) provide three different perspectives to deception, and it takes a good scumreader to figure out from a player's actions what particular evil role they are. Roles like Wildcard and Shoplifter, which can become an evil role, add even more depth to the setup.
Shoplifter

The Shoplifter knows deep down that her ex-boyfriend is a member of the Barons, and she suspects that he is the Black Baron himself, she just can’t drag herself to believe it. She still loves him and tries desperately to get him back on her side. Her prior convictions from drug-related issues had separated them, yet she returns to criminal activity to either get her beloved back or expose him and his entire organization.

## Summary

During the Robbery, the Shoplifter may select any player's card to steal. The Shoplifter then sees what her new card is, and must fulfill that card's win conditions.

## Strategy

* Because the Shoplifter is an Innocent role, the person who receives the card will become innocent. If you reveal you stole a Robber's card, they will out that you are now a Robber. Thus, it is almost never a good idea to claim Shoplifter if you stole a Robber.
* Keep in mind that the Anarchist can swap your card after you steal, potentially switching it back with the player whose card you stole.
* If you reveal as the Shoplifter, you will always be asked what card you took. The person whom you claim to have stolen from will then confirm or deny that he was the role you said he was. If you steal an Innocent card, you will confirm both yourself and the player you stole from.
* Experienced players will force the Shoplifter to claim first, so if you steal a Robber, you only have about fifteen seconds to decide what to claim.
* While you do not have to steal a card, claiming you are a Shoplifter and did not act is very risky, because people will most likely not believe you.
* If you steal a Robber-aligned card, you have to cast suspicion onto them. They were originally evil, so they will have a harder time defending themselves than Innocents. Make sure to spot any other Robbers: they will defend their former partner. Do not let the player you stole from know they are not a Robber anymore.
Beholder

Lore to be added at a later time.

### Robbery Action

See all active Neutrals, if no other Bank Robbers or Neutrals are active, check a bottom card

## Summary

The Beholder's robbery ability is to see all active Neutrals during the Bank Robbers turn. If no other Robbers or Neutrals are active, the Beholder can check a bottom card. It's alignment is Bank Robber.

## Strategy

* Redirecting blame towards the Fall Guy may always seem like a good idea, but sometimes making yourself seem like the Fall Guy can make the actual Fall Guy look more suspicious.
* Claiming Wildcard is usually a good strategy.
* When seeing other Neutrals it's important that they will generally take the side of whoever is satisfying their win condition. If there is a Pacifist petition for there to be a no vote and if their is a Hobo try and act like they are confirmed.

Strategy credit to Shademus99#6255 in the Heist discord server.
A Heist Gone Wrong Wiki

## Welcome to the Official *A Heist Gone Wrong* Wiki

This is the official Wiki page of the multiplayer game *A Heist Gone Wrong*. Here, you will find role descriptions, strategies, and other tips about the game.

## What is *A Heist Gone Wrong*?

*A Heist Gone Wrong* is an online Social Deduction game based on the board game One Night Ultimate Werewolf. A game of *Heist* can hold anywhere from 4 to 9 players, and the players each receive their roles with various actions. The game is split among three factions: the Innocents, the Robbers, and the Neutrals. Innocents must find Robbers to win, Robbers must avoid capture, and Neutrals have their own objectives. What makes this game special is that you do not know if your role card was replaced with a different card, and must use the chat and game sense to figure out what you really are. Innocents could become Robbers and vice versa, and their winning conditions change without them realizing it. Like other Social Deduction games, *A Heist Gone Wrong* is heavily chat based, but this game encourages strategy-based tactics and demands the player to have good game sense. Certain strategies that would be considered gamethrowing in other Social Deduction games are typical in this one.

Are you ready to put your skills to the test? The game can be played here. Check out the manual explaining how to play this game and how different roles function. To join our community and play in lobbies with other people, join our Discord Server.

## Frequently Asked Questions

1. *What do I do to play a game?* If you cannot find a quick game, join the above-mentioned Discord server and type !playin #heist-games to inform other players you wish to start a new lobby. Make sure to watch the video to your right to learn the basic mechanics of the game!
2. *But isn't everyone more experienced than I am?* Being new at the game isn't as big of a disadvantage as you may think. As long as you understand how to play the game, you will quickly catch on to how the game works, and new players aren't always predictable.
3. *How do I tell if someone is lying or not?* Other than using your role's ability to your advantage, you may have to rely on chat in order to tell who is lying. Who is acting the most suspicious? This is a Social Deduction game, after all!
4. *I don't understand this role! How does it work?* Click on the role in the setup to get a description of it! Always remember the order the roles perform their action during the Robbery Phase is determined by their position the role list. Roles on top go before the roles below them.

## Partner Social Deduction Games

### Throne of Lies

"The 3D online-multiplayer "social deduction" game of mischief & betrayal, inspired by medieval politics, tabletop & werewolf/mafia for PC. Discover your allies, dispose of the rest."

* Game
* Wiki
* Discord Server
Touya Yatogami

**Touya Yatogami** (夜刀神・トウヤ *Yatogami Tōya*) is one of the primary main characters in *Daybreak Chronicles series*.

## Equipment

**Ratatosk Sword** (ラタトスクの剣, *Ratatosuku no Tsurugi*):

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**Immense Strength**:

**Monstrous Durability**:

* **Enhanced Endurace**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

### Magical Abilities

**Immense & Immeasurable Magical Power**:

* **Hidden Origin: Limit Break** (隠れ原点・リミットブレイク, *Kakure Genten: Rimitto Bureiku*):

### Knightmare

**Knightmare** (黒影の操作 (ナイトメア), *Naitomea* lit. *Manipulation of the Black Shadows*):

#### Tenebrous Dragorise

**Tenebrous Dragorise** (黒影の竜魔法 (テネブロス・ドラゴライズ), *Teneburozu Doragoraizu* lit. *Dark Dragon Magic*):

### Daemon Aurea

**Daemon Aurea** (悪鬼同期 (デーモンアウレア), *Dēmon Aurea* lit. *Devil Synchronization*):
Hobo

The Hobo is just as his name suggests, a hobo caught up in the action of the fateful Heist. He just happened to be in the wrong place at the wrong time when the Baron's goons entered the scene.

## Summary

The Hobo is a Neutral role card, whose win condition is not to get arrested, he has no actions in either the robbery or the interrogation phase. His design mirrors Hostage to a point, no actions, and has to avoid getting arrested, with the twist of being a different alignment, as he will appear different to Detective if compared to an Innocent or Robber.

## Strategy

* Hobo might be best played if you claim as Hobo early, as his win condition requires him to not get arrested.
Ex-Cop

The Ex-Cop died. Or, at least, that’s what the doctors told him. It was a miracle he woke from his coma. The Plant had shot him twice in the abdomen and the Black Baron burned an entire warehouse down on top of him, yet he lived. The now Ex-Cop was the best officer in the entire city, and he alone holds the power to bring the Barons to their knees. Everyone thinks he is dead, and they would never expect him to come and crack this Final Heist wide open...

## Summary

The Ex-Cop is one of the most valuable roles in the game. He can either check another player's card or look at two unused cards at the bottom.

## Strategy

* If you check a player's card, claim first along with Shoplifter. This way, if you saw an innocent role, you get confirmed by them just like Shoplifters do.
* If you check the bottom cards, you can out as the Ex-Cop after the Shoplifter claimed, but hold on to your information until other players claim their roles. It has a much better chance of calling out an impossible role claim or revealing that the Wildcard is now evil. Remember that if a player claims Rookie and gives true information, they can be a Bank Robber who looked at that card as well.
* It is usually a better idea to check the bottom cards than a player's card because it gives more useful information. If you do not trust a certain player based on how they acted after the Assignment, however, you can check their card.
* When a Plant is in the role list, it's usually always better to check two bottom cards as checking another player would be very scummy. This same concept applies to the Ex-Cop if only the Snoop is in the role list, and he should instead check another player. If both Plant and Snoop are in the setup, the same logic applies as if there weren't either of them.
Pacifist

Lore to be added at a different time.

## Summary

The Pacifist is a Neutral role with a strange win condition. The Pacifist can only win if no one is arrested, this may be hard to do if a Bank Robber casts suspicion on themselves.

## Strategy

* Claiming Pacifist will never be a good idea as all credibility you may have gets ruined. No one will trust you or anything you have to say. Using the information you gather from checking players try claiming a role that can not only confirm Robbers as Innocent but protect you from suspicion, too.
* In games where there is a Wildcard present, a good strategy is to claim Anarchist and say you swapped the suspected Robber with the Wildcard, therefore putting the Robber in the Inactive Role zone, meaning a no vote should occur.
* In games where Beholder is present, you can claim to have done anything and the Beholder will work with you. Consider her your greatest ally.

- Strategy tips provided by Shademus99#6255 on the Heist discord server.
Guard

The Guard suffered, this she did not deny. After being shot down by the Black Baron at Big Hall, she spent many years trying to overcome the fear that griped her. The fear of death; the fear of evil; the fear of the Baron’s Guild. She had only taken up a new occupation at the city bank for a month when her darkest nightmares became a reality. The lights in the bank were cut, and chaos quickly ensued. Not knowing what exactly to do other than scream and panic, the Guard looked for the first person she could find in the darkness, and protected them as best she could...

## Summary

The Guard can protect a card from being switched. A guarded Shoplifter and Wildcard cannot exchange their cards, and neither Shoplifter nor Anarchist can switch a guarded card. The Guard cannot protect her own card.

## Strategy

* If the player you guarded claims Shoplifter or Wildcard and doesn't mention that they were guarded, they are lying. If an Anarchist claims that your target was guarded, they are confirmed. If they do not, they are bluffing or lying.
Minato Kuzunoha

**Kuzunoha Minato** (葛葉・ミナト *Kuzunoha Minato*) is the father of Daichi Kuzunoha and Airi Lidell who appears as one of the major supporting characters in the *Daybreak Chronicles* series and is the main protagonist of the prequel, *Daybreak: Twilight Story*.

## Equipment

**Raikiri** (雷切 (ライキリ), *Raikiri* lit. *Lightning Cutter*):

**Thunder God Kunais** (雷神のクナイ, *Raijin no Kunai*):

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Master Dagger Combatant**:

**Expert Hand-To-Hand Combatant**:

#### Physical Prowess

**High Strength**:

**Enhanced Durability & Endurance**:

**Immense Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Keen Intellect**:

* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

### Magical Abilities

**High Magical Power**:

* **Bloodline Skill: Ethereal Haste** (血継技量・エーテルヘイスト, *Kekkei Giryō: Ēteruheisuto*):
* **Enchant: Spirit Absorb** (エンチャント・精神吸収, *Enchanto: Seishin Kyūshū*):

**Natural Technique Mastery**:

### Magic Seal Manipulation

**Magic Seal** (魔法陣, *Mahōjin*):

* **Divine Authority Magic Seals: Izanagi Magic Seals** (天権の魔法陣伎・伊弉諾魔法陣, *Tenken no Mahōjingi: Izanagi Mahōjin*):

### Fifth Psion: Blitz

**Psion of Lightning, Blitz** (雷精神・ブリッツ, *Kaminari Seishin: Burittsu* lit. *Lightning Spirit: Blitz*):

* **Flying Thunder God** (飛雷神, *Hiraishin*):

### Unison Arts

**Unison Arts** (共振連携攻撃 (ユニゾンアーツ), (*Yunizon Ātsu*) lit. *Resonating Combination Attack*):

* **Dragon Blade Sigma** (竜牙破斬・咢, *Ryūgahazan Agito* lit. *Dragon Fang Destroy Slash Surprise*):
Attorney

### Robbery Action

See other Robbers; if alone, look at an unused card. (Other Robbers do not see the Attorney)

### Win Condition

No other bank robbers are arrested; if no other Robbers, arrest another player.

Codename Attorney can best be described as cunning. He seems to have very little respect for human life, yet treats his Baron servants like actual friends. He takes money from people who don’t deserve it and gives it to the Barons to feed their families. To an outsider, the Attorney may seem like a cold-blooded criminal (because he is), but only through knowing him and seeing his lighter side could you truly realize who he is.

He sat outside the Bank just before the Final Heist, and his jaw dropped in shock when the Ex-Cop, the man that should have been dead, arrived with none other than the Detective. Knowing the Heist was busted, the Attorney had only one choice: kill the power in the entire bank, and pray that his Barons can talk their way out of prison.

## Summary

While the Attorney is technically a Robber, plenty of exceptions apply to him. He sees all the Robbers during the Bank Robber's turn, but they don't see him. Even if the Attorney himself is arrested, he wins with Robbers. However, if there are no other Robbers, the Attorney may check a bottom card, and must arrest another player to win. Solo Attorney CANNOT win by getting no players arrested.

## Strategy

* If you try too hard to cast suspicion on yourself, you will appear to be the Fall Guy, and people are much less likely to pay any attention to you.
* You can claim that you are the Shoplifter who stole the Robber's card; the Robber will most likely realize that you are the Attorney and will agree to your claim, making you both appear innocent.
* Do not admit to being the Attorney unless you are absolutely confident that the Robber will not be found out. If you do, the Innocents will try to find the Robber rather then vote you (because they will either believe you or dismiss you as Fall Guy). Never admit that there are no Robbers.
* If your card is revealed by the Psychiatrist, try to covertly mislead players into thinking that there is a Robber when there's not, and vice versa.
* If there are no Robbers at the beginning of the round, there might still be a Robber at the end due to the Wildcard.
Intimidator

The Intimidator took great pride in shooting sandbags out of airplanes in rural Japan for the U.S. Army, but ever since he was discharged for supposed sexual assault allegations, he found himself walking the streets of Sacramento with no money and no pride. Then, a man in white approached him and asked if he wanted to make $25,000. Ever since, he has worked as the Baron Guild’s interrogator and bodyguard. Similar to the Black Baron, he despises his boss, and knows that an enemy of the Attorney, Codename Plant, is secretly working with them. He hopes that after the Final Heist is over, he can leave the life of crime he hates behind, and truly find his place in this world.

## Summary

The Intimidator can prevent another player from performing their Robbery action. He goes during the Bank Robbers' turn. He can also see all other Bank Robbers. The intimidated player is told that they are intimidated during their turn. If the targeted player has a role that cannot be intimidated, such as Hostage, Skeptic, Attorney, Fall Guy, or Undercover Cop, the Intimidator is informed and allowed to choose another player.

## Strategy

* Intimidating someone is a game of chance. It can either work out very well or destroy your chances of winning. Sometimes, it is better not to intimidate anyone; the players may assume Intimidator is not in play.
* If you intimidate someone, they will say they were intimidated during the Interrogation, revealing your existence. However, they might also be a role that would have found you if they weren't intimidated, meaning you were lucky to intimidate them.
* If you don't intimidate anyone, you can pretend to be intimidated yourself, thus casting blame onto another player.
* A viable strategy is to claim Psychiatrist and say that you failed to reveal the target you intimidated. Since the player couldn't perform their action, it will be harder for them to put up a good defense.
Alto Yatogami

**Alto Yatogami** (夜刀神・アルト *Yatogami Aruto*) is a major supporting character in *Daybreak Chronicles* series and the younger twin brother of Touya Yatogami.

## Equipment

**Nibelung Sword** (ニーベルングの剣, *Nīberungu no Tsurugi*):

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**Immense Strength**:

**High Durability**:

* **Enhanced Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

#### Other Abilities

**Highly-Perceptive Combatant**:

**Advanced Growth Rate**:

**Omniglot**:

### Magical Abilities

**Immense & Immeasureable Magical Power**:

* **Hidden Origin: Limit Break** (隠れ原点・リミットブレイク, *Kakure Genten: Rimitto Bureiku*):

### Knightmare

**Knightmare** (黒影の操作 (ナイトメア), *Naitomea* lit. *Manipulation of the Black Shadows*):

#### Luminous Dragorise

**Luminous Dragorise** (白の竜魔法 (ルミナス・ドラゴライズ), *Ruminasu Doragoraizu* lit. *White Dragon Magic*):
Chaotic Setup

## Roles

1. Bank Robber
2. Bank Robber
3. Shoplifter
4. Shoplifter
5. Shoplifter
6. Anarchist
7. Skeptic
8. Attorney (5+ Players)
9. Negotiator (6+ Players)
10. Wildcard (7+ Players)
11. Psychiatrist (8+ Players)
12. Undercover Cop (9 Players)

## Synopsis

Out of the 6 pre-determined role setups, this is the only one that cannot be ranked and can only be played in private matches. It is heavily based on the chaos that erupts due to having multiple Shoplifters and other swapping roles, as well as the presence of the Attorney. The three Shoplifters have three different turns durring the Robbery, and if you pay attention, you will know whether you went first, second, or third (last).

## Strategy

* Since this is an unranked setup with high amounts of role switching, any strategy can be viable. Some players go as far as to out themselves as a Bank Robber, counting on having been stolen or swapped.
* This setup can be combined with Blitz Mode rather effectively, since practically everyone has an action, and it doesn't take too long to get everyone's roles and actions.
Karin Kurogane

**Karin Kurogane** (黒金・カリン *Kurogane Karin*) was introduced as a major antagonist in *Daybreak Chronicles* until after the *Kagari Mochizuki* story arc where he became one of the major characters in the series. He is also the main antagonist in the prequel, *Daybreak: Side;Sigma* and one of the primary characters in *Daybreak: Fragments of Zero*.

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Master Swordmanship Specialist**:

**Expert Hand-To-Hand Combatant**:

#### Physical Prowess

**Monstrous Strength**:

**Enhanced Durability & Endurance**:

* **Naturally High Life Force**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

#### Other Abilities

**Unnaturally High Intellect**:

* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

### Magical Abilities

**Unmeasurable & Monstrous Magical Power**:

* **Bloodline Skill: Auto-Regen** (血継技量・オートリジェネ, *Kekkei Giryō: Ōtorijene*):
* **Bloodline Skill: Demonic Impulse** (血継技量・魔族衝動, *Kekkei Giryō: Mazoku Shōdō*):

**Mind Hacking** (研究心干渉 (マインドハッキング), *Kenkyūshin Kanshō* (*Maindo Hakkingu*) lit. *Mind-Link Interference*):

### Origin Daemon Magic

**Origin Daemon Magic** (原始悪魔の魔法, *Genshi Akuma no Mahō*):

#### Supplementary Abilities

* **Elemental Five** (五大分子化魔法転移 (エレメンタルファイブ), *Erementaru Faibu* lit. *Five Elements Molecule Shifting Transference*):
* **Ars Magna** (アルスマグナ, *Arusu Maguna*):

### Third Magic: Heaven's Feel

**Third Magic: Heaven's Feel** (第3魔法・天の杯 (ヘブンズフィール), *Daisan Mahō: Hebunzufīru* lit. *Third Magic: Cup of Heaven*):
Bank Robber

The Bank Robber didn’t choose this life. He does enjoy the title of “Black Baron”, though. He also enjoys being able to give his daughter everything he could never afford when he was her age, even if the money was wrongfully earned...

The Baron’s Guild is run and operated by Codename Attorney, who is regarded as the most successful and feared attorney in California. What people don’t know is that he rigs trials, and has potential threats to his cases assassinated by the Barons. The Attorney favors the Bank Robber heavily, mainly because he has been one of his oldest Barons, but also because he has strong feelings for him. The Bank Robber, along with his secret alliances and plans, hopes to get the money from the Final Heist and leave the Attorney and his life of crime behind, for his daughter’s sake.

## Summary

The Bank Robber is the basic evil role in the game. He can see all of his partners, except for the Attorney. If he has no partners, he can look at an unused card at the bottom. Bank Robbers win if no Robber is arrested.

## Strategy

* Claiming Hostage can seem safe, but Hostage claims are the most suspicious ones. Try to claim a role with actions without any counterclaims.
* Be wary of Shoplifter. It is as important for Robbers as it is for innocents to make sure a Shoplifter hasn't stolen a Robber. If, as a Bank Robber, you suspect someone of stealing your card, it's usually best to claim Bank Robber immediately.
* Don't always claim to be the card you saw at the bottom. While no other player will generally claim that role, an Ex-Cop or a Rookie could have seen that card.
* You can claim Rookie easily using the card you have seen, or Ex-Cop, guessing another card.
* If you have a partner, you can claim Ex-Cop or Shoplifter and say you saw their card, naming it. If possible, make sure you don't have a counterclaim, but claim early.
* Anarchist can be a huge pain for Robbers, but it is often difficult to confirm Anarchist claims (especially in Classic setup). If you can get away with claiming Anarchist, go for it!
Classic Setup

## Roles

1. Hostage
2. Bank Robber
3. Bank Robber
4. Ex-Cop
5. Shoplifter
6. Anarchist
7. Wildcard
8. Skeptic (5+ Players)
9. Tracker (6+ Players)
10. Guard (7+ Players)
11. Fall Guy (8+ Players)
12. Negotiator (9 Players)

## Synopsis

Classic Setup is similar to Beginner Setup, but has major changes. Instead of one of the Hostages, Classic has Anarchist, a role that swaps two players' cards without telling them they were swapped. In place of the first Rookie, Classic has the Wildcard, a role that takes an unused card and sees what it is. In place of the second Rookie, Classic has the Tracker, though the latter appears in games with 6 or more players, while the Skeptic appears in games with 5 or more players. The Guard is introduced to help distinguish false Shoplifters, Anarchists, and Wildcards. Classic also has a Fall Guy when playing with 8 or more players, adding a new layer of deduction to the setup.

## Strategy

* Many of the strategies in Beginner Setup work here, with a couple of obvious exceptions:
	+ Because Rookie is not a role in Classic, the possibility of claiming Rookies seeing each other or a bottom card is gone.
	+ You must always consider the possibility of the Anarchist swapping your Innocent role with a Bank Robber or your Bank Robber role with an Innocent card.
	+ When determining who's lying, consider the possibility of a Fall Guy being in play.
* Anarchists can lie about what players they have swapped to bait Bank Robbers into revealing that they were Bank Robber; just remember to reveal who you really swapped by the end of the Interrogation.
* Wildcard is a risky claim for a Bank Robber: if they say they took a certain card without knowing what it is, an Ex-Cop can reveal that that card was a Bank Robber. Otherwise, players who believe that no players are Bank Robbers conclude that the chances of the Wildcard becoming a Bank Robber are too high.
* Anarchist is a viable claim for Bank Robbers, but they have to watch out for an Ex-Cop seeing Anarchist at the bottom, another Anarchist, Skeptic, Tracker, Guard, or Negotiator.
* If you wait until the Anarchist says who they swapped to claim, and you think they swapped you with the Bank Robber, you could try counterclaiming them.
Julius Raglan

**Julius Raglan** (ジュリウス・ラグラン *Juriusu Raguran*) is one of the primary main characters in *Daybreak Chronicles* series and is a major supporting character in the prequel, *Daybreak: Side;Sigma*. He is also one of the two main protagonists of *Daybreak: Fragments of Zero*, which takes place after the events of *Side;Sigma* and two years prior to *Daybreak*.

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**High Strength**:

**Enhanced Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**Natural Prodigy**:

* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

**Expert Tactician**:

### Magical Abilities

**Immense Magical Power**:

* **Transmigration: Aura's Will** (他生・オーラの意志, *Tashō: Ōra no Ishi*):

#### Lost Magic: Synch Blade

**Ancient Spell** (失われた魔法 (エンシェントスペル), *Enshento Superu* lit. *Lost Magic*):

* **Lost Magic: Synch Blade** (失われた魔法・シンクブレード, *Rosuto Majikku: Shinkuburēdo*):

### Sword Style

**Sword Style** (剣の芸術 (ソードスタイル), *Sōdosutairu* lit. *Art of the Sword*):

* **Bloodline Skill: Zero Stance** (血継技量・ゼロスタンス, *Kekkei Giryō: Zerosutansu*):

#### Flash Sword Style

**Flash Sword Style** (閃剣流, *Senken-ryū*):

#### Astral Sword Style

**Astral Sword Style** (星剣流, *Seiken-ryū*):

### Unison Arts

**Unison Arts** (共振連携攻撃 (ユニゾンアーツ), (*Yunizon Ātsu*) lit. *Resonating Combination Attack*):

* **Heaven Seal: Rising Dragon Fangs** (天国封印・竜座の牙, *Tengoku Fūin: Ryūzanokiba*):
* **Azure Dragon's Furious Blade Dance** (蒼竜の激流剣舞, *Sōryū no Gekiryū Kenbu*):
Discord Server

```
 NOTE: This is to do with the Discord server - this means it is not part of the game, but rather the community [1].

```

The **A Heist Gone Wrong Discord Server** was created by Lasmelan and is the official community of A Heist Gone Wrong.

The server provides many forms of contact to those who play the game, as well as events to participate in with the community. It is run by Lasmelan, as well as moderators that he and the Veterans' Council select.
Anarchist

Never one for sitting back and letting things happen naturally, the Anarchist has been known to interfere in already complicated situations. From getting the Plant imprisoned and the Ex-Cop in the warehouse, she has always found a way to add a little twist to everything. Unknowingly, she is helping the very people she is trying to stop: the Barons, and she has played into their hands from the very beginning. Only now, in the Final Heist, can she make things right.

## Summary

The Anarchist is one of the most chaotic roles in the game. She has the ability to swap the cards of two other players. However, she does not see the cards she swaps. The players are not informed that they have been swapped.

## Strategy

* Because switching cards also switches the winning conditions, swapping two people may cause a Robber to become an Innocent role. In this case, that player will admit to being a Robber, as they are now Innocent. You can use this to your advantage. If you lie about who you swapped, you can trick a Robber into revealing himself!
* While you do not have to swap cards, claiming to be an Anarchist who has not swapped cards is not a good idea, as people will most likely not believe you. If you didn't swap any cards, it is a good idea to claim you did swap to try to get a Robber to out, later retracting and admitting that you didn't actually switch anyone.
* The Anarchist goes after the Ex-Cop and the Shoplifter. The information they have can be altered based on who you swap!
* Because it is very difficult to prove that an **Anarchist** is telling the truth, it is a good claim for Robbers.
* Wildcard goes after Anarchist, so even if you swap a Wildcard, the original Wildcard will still be whatever card they have picked after you swapped them. So if you swap a Wildcard with a Bank Robber, the Wildcard does not keep their Robber, but replaces it with a bottom card.
* Even if you aren't Anarchist, you can claim Anarchist and possibly find a Robber (they might out themselves when you say you swapped them).
Shu Yatogami

**Shu Yatogami** (夜刀神・シュー *Yatogami Shū*) is the father of the twins Touya and Alto Yatogami and is also their Demon Sealers for the First Daemon. He first appears in the *Missing History* arc and subsequently appears as a major supporting character in *Daybreak Chronicles* and is one of the primary main characters in the prequel, *Daybreak: Twilight Story*.

## Equipment

**Soul Eater** (命窃暗刃 (ソウルイーター), *Souru Ītā* lit. *Life-Stealing Darkness-Forged Blade*):

## Powers & Abilities

### Physical Abilities

#### Ways of Combat

**Grandmaster Swordmanship Specialist**:

**Master Hand-To-Hand Combatant**:

#### Physical Prowess

**Immense Strength**:

**Monstrous Durability**:

* **Enhanced Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

**Enhanced Instincts**:

#### Other Abilities

**Highly-Perceptive Combatant**:

**Advanced Growth Rate**:

### Magical Abilities

**Monstrous & Immeasureable Magical Power**:

* **Hidden Origin: Limit Break** (隠れ原点・リミットブレイク, *Kakure Genten: Rimitto Bureiku*):
	+ **Over-Limit: Dragon Burst** (オーバーリミット・ドラゴンバースト, *Ōbārimitto: Doragon Bāsuto*):

**Ley Line Manipulation**:

### Knightmare

**Knightmare** (黒影の操作 (ナイトメア), *Naitomea* lit. *Manipulation of the Black Shadows*):

#### Alternate Spell: Dragon Blood

**Alternate Spell: Dragon Blood** (代理呪文・龍の血液 (オルタネイトスペル・ドラゴンブラッド), *Dairi Jumon: Ryū no Ketsueki* (*Orutaneitosuperu: Doragon Buraddo*) lit. *Alternate Spell: Blood of Dragon*):