IBern

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> *Those who live without a great fire in their soul live in darkness.*
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### Code

Copy to clipboard 4a1b1547802152a1b65a1b35a1b1552856661a1b38a1b1573568724a1b45a2b47a1b49a1b87a1b57a4

4a1b1547802152a1b65a1b35a1b1552856661a1b38a1b1573568724a1b45a2b47a1b49a1b87a1b57a4

Fast paced pyromaniac-centric setup.

### Town Roles

Bomb, Nurse, Paranoiac, Parity Cop, Sleepwalker (x2), Soloman, Suspect, Villager (x4)

### Mafia Roles

Contingency Planner, Godfather, Pyromaniac, Tagger)

## Description

Fast-paced setup where game pace is artificially accelerated due to Paranoiac, Pyromaniac, and Tagger. Mid game could be entirely skipped, or the maniacs could unknowingly play for the opposite team. Day 1 signals to Pyromaniac are quite common.

## Optimal play

Town wants to neutralize Pyromaniac as early as possible. In doing so, mafia becomes relatively weak in comparison to town. When it's close to MYLO/CYLO, it can be worthwhile for town to try and bait out an ignite from Pyro in a last ditch effort since it is common to run into situations where a bad ignite is the only way for mafia to lose.

Mafia wants to delay the death of the Pyromaniac, and also prevent Pyromaniac from team-killing.

### Bomb

Play aggro and above all else, do not get condemned. Pyro or mafia must trade a life to kill you. Try not to early claim Bomb and help Pyro and Tagger.

### Nurse

Functions as a traditional healing role, with the added advantage of being able to play aggressively as a Drunk against Pyro and Tagger.

### Paranoiac

Shooting visitors sucks, but it could save town from Pyromaniac. Paranoiac always has to balance the risk of shooting PR vs SW vs scum when shooting visitors, but it's a more viable option here than in most other setups. A d1 claim can be shut down by Pyromaniac, but it can also be worthwhile to at least force Pyro to use early.

### Parity Cop

Always be quick and ready to post notes, because the maniacs can kill at any time. Once outted, Parity Cop should be posting notes frame 1 before Pyro can ignite.

### Soloman

Choose any PR. Bomb to survive until late game, Paranoiac to lure Pyromaniac into a false sense of security, Nurse/Parity Cop to confuse mafia.

### Villager

Either Villager, Sleepwalker, or Suspect. When pushed on Parity Cop notes, villagers should push players on the opposite alignment spectrum, unless everyone else that has the same alignment is scummy.

### Mafia

Mafia has all the tools to be able to end the game quickly, so it can be very rewarding to defend teammates and also blatantly signal to Pyro. Bomb can cause a wrinkle in end-game calculations, however.

### Contingency Planner

NC first night to avoid dying for free on Bomb. Can be useful to shoot to vote manipulate an ML into a game-winning ignite the following day.

### Pyromaniac

Be on the lookout for signals on d1, since mafia will most likely attempt to signal to reduce the chance of team-killing. It doesn't matter if town also tries to signal since that allows mafia to hide their signal more easily. Sometimes signals can be very blatant since it usually doesn't even matter if it would be seen when log-diving d6 if it never makes it that far. Pyro should generally avoid dousing Bomb early to maintain optionality, but if an early exit seems likely, definitely consider taking out the Bomb to save the meeting mafia some trouble.

### Tagger

Focus on finding the PRs, especially the Bombs to be able to avoid killing them at night.

## Trivia

Name is based on a meme that arose very soon after Pyromaniac's release: "i bern".