Stacktician

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> *Two things define us: our patience when we have nothing, and our attitude when we have everything.*
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## Stacktician

### Code

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Double the tacticians, double the fun

### Town Roles

Cop, Decoy, Nurse, Patsy, Tactician (x2), Trickster, Villager (x5)

### Mafia Roles

Anarchist, Godfather, Poacher, Understudy

# Description

A vanilla 16-player featuring two Tacticians that could very well snowball if not dealt with correctly. Mafia has a multitude of ways in doing so, ranging from item sabotage with Anarchist, sniping them with Poacher, or simply getting them condemned with a quick CC. The rest of the setup is meant to replicate a vanilla Cop core and allow the gimmick of the setup to pan out smoothly.

**IMPORTANT NOTE:** have fun!

# Optimal Play

### Cop

Try not to be too open as Nurse, Anarchist, and Poacher strongly weaken Follow the Cop. You can also consider claiming Tactician to live longer but it could potentially get in the way of real Tactician claims.

### Nurse

Standard protective gameplay. If you know a Cop claim is fake due to your roleblocking ability, you may want to weigh whether they are baiting the nightkill as Tactician (d3+) instead of outing.

### Tactician

Tacticians have a lot of lategame power but can be disrupted before then with the tools mafia has access to. Don't claim early on and be ready to face an imminent CC war; despite looking unassuming at first, you can spell a lot of trouble for mafia if left unchecked.

Choosing **vest** guarantees that you survive Poacher's shot and a bullet from Trickster's gun (getting shot is useful for winning Tactician CC wars if its gun is in play), while allowing the game to bleed into odd parity in most circumstances if you get nightkilled. Choosing **ball** is preferred if you plan to bait mafia due to its ability to provide hard info.

Softing/fakeclaiming Cop to attract a nightkill can be done more freely here due to Decoy, but beware that mafia may also use this strategy.

### Villager

Faking a PR soft/claim earlygame can be extra rewarding if you manage to successfully bait the nightkill, as doing so can help leave Tacticians up until d3+. This also helps in case you flip Decoy, making yourself look more like the real Cop (if you think it's beneficial to).

### Anarchist

Being mafia's most powerful asset, Anarchist ideally wants to make full use of its powers to dispose of the different power roles, notably the two Tacticians. Try to avoid getting bussed as you are a key part in taking them out.

Rolecop is best earlygame when mafia lacks info, just don't rely on it to make PR reads. Sabotage and/or steal are best reserved for dispatching Tacticians, but occasionally you may want to utilize hook and/or frame to prevent Cop from spiraling out of control.

### Godfather

Standard false blue to Cop. You can consider claiming Tactician especially if Cop has an NS check on you.

### Poacher

The extra vengekill you get when condemned is valuable for sniping PRs before they grow out of control. You only have one shot however, so make use of it wisely; early on try aiming for Cop or one of the two Tacticians, and lategame you can use your ability to break Tacticians for your teammates. Sniping Patsy is also suitable if you are afraid of hitting an unclaimed Tactician.

### Understudy

You have a lot of variety for converting; Anarchist is best earlygame and allows you to preserve mafia's ability to take out Tacticians, while Godfather allows you to dodge Cop checks. If Cop and the Tacticians have been neutralized, Poacher should be defaulted to lategame unless you are the only mafia alive.

# Trivia

* The setup name was derived from Stackjack, another one of Chillln's setups, making it a sequel of sorts.
* This setup was formerly known as *Vanilla* when it was part of Chillln's ice cream setup series.
* The idea of two Tacticians was inspired by Resto20 which used two Tacticians as claimspace.
* Previous versions of this setup had Bruiser, Fall Guy, +1 Villager/Martyr, and Mafia instead of Decoy, Patsy, Trickster, and Understudy.