Right of Way

> You know you are on the right path when you become uninterested in looking back.
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## Right of Way

### Code

Copy to clipboard 5a1b66a1b20a1b1598154575a2b1552856661a1b13a1b1558930946a1b1596418665a2b57a5

5a1b66a1b20a1b1598154575a2b1552856661a1b13a1b1558930946a1b1596418665a2b57a5

### Town Roles

Bulletproof, Hunter, Paranoiac, Seer, Tourist x 2, Villager x 5

### Creator

shellychan

This setup revolves around how Tourists want to visit Paranoiac but avoid Seer and Grandpa, and how Jaywalkers want to visit Seer but avoid Paranoiac. There is an emphasis on softing your role to the correct roles.

A secondary interaction is how Hunter can be counterclaimable by Grandpa, since Grandpa cannot be shot by Hunter. Grandpa also has to option to counterclaim Bulletproof if mafia cannot successfully strongman the real Bulletproof. Furthermore, there are Bulletproof / Strongman interactions as Bulletproof will try to bait a kill but not the Strongman usage to give town another miscondemn.

There are mindgames for the seer and paranoiac to direct the visitors correctly without making their role too obvious to mafia. Hardclaiming Power Roles are discouraged as there are no protectives. Softing seer as paranoiac and vice versa must be done subtly for Tourists to catch them and Jaywalkers miss them.

Setup must be **nightstart** to avoid Seer hardclaiming day 1 with results given in Daystart.

## Optimal play

### Bulletproof

Bulletproof should try to soft another PR so they bait a kill but not the Strongman usage. After being successfully hit they should be ready for a CC war since Grandpa will likely counterclaim pierced BP.

### Hunter

Hunter should attempt to shoot a mafia member if condemned in a CC war. Claim your shot so town has a chance to condemn the real Grandpa if the shot fails. Note that your shot will fail on Grandpa so you cannot immediately take Grandpa out if they CC.

### Paranoiac

Paranoiac needs to appear as the correct role to the Tourists but the wrong role (Seer) to the Jaywalkers. In order to do this, you must try and identify who Tourists are and who potential Jaywalkers are. Paranoiac should not hardclaim unless in danger of being condemned. Paranoiac is also a weak investigative, since players who visit them are either tourists or jaywalkers.

### Seer

Seer should try and play like a traditional investigative but should pay extra effort to avoid attention. Like Paranoiac you need to appear as the correct role to Town but the wrong role to mafia. You should try your best to avoid visits to obtain investigative results.

### Tourists

Tourist tries to visit the paranoiac to give them guns, and avoid the seer and grandpa. You should pay attention to softs directed at you. As there are two Tourists this is a prospective fakeclaim for Jaywalker.

### Grandpa

Grandpa can counterclaim hunter and get them condemned, since the hunter shot will fail and town will take an extra day to condemn you even if Hunter claims their shot. Grandpa can also CC pierced BP if the BP is hit without a Strongman usage. Tourists visiting Grandpa will also reveal the identity of the tourists, so Grandpa wants to soft Paranoiac in order to bait Tourist visits.

### Jaywalker

Jaywalker ideally wants to find the Seer and stop them from obtaining investigative results, and avoid visiting the Paranoiac. You need to pay attention to potential Seer or Paranoiac softs to town.

### Strongman

Strongman should try their best to identify the Bulletproof and strongman them to death, so town doesn't gain a miscondemn.

The name of the setup is a reference to how Jaywalkers and Tourists have the right to walk on roads, and how they need to visit the correct PR.