God Save the King

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5639273a1b57a6b26a1b39a1b43a1b323a1b106a1

A setup that fully utilizes the Traitor/Crook interaction

## Description

A setup named after a role it includes and how said role should be protected at all costs.

Town can get up to three confirmed town members: King, Sheriff, and Crook's overturn target all out themselves as not mafia through the system. King reveals itself as soon as it rises to power. Sheriff reveals itself when it shoots its gun, as it is the only role in the setup with a gun. Crook is unable to overturn the vote off of a mafia member, so anyone overturned off is confirmed to not be mafia, but Crook also has the ability to overturn the vote off Traitor. (See more below.)

## Optimal Play

Traitor essentially acts as an unvotable mafia member, as they know who they mafia are because of Spy and Crook prevents them from being properly voted, confirming them as not mafia in the process. Town, as such, should try to allow Sheriff to shoot the Traitor, if possible. The mafia generally shouldn't try to go for the confirmeds, as Patroller will let town know who the killer was.

### Town

Try your best to vote with the confirmed town members, especially in MYLO/CYLO, where it really matters. Not voting with them can lose you the game in many scenarios, but don't be afraid to make your own scumreads too.

#### King

Despite the old fallacy "King should always rise n2," King can actually ascend whenever they choose. Ascending early game may be better if the Sheriff hasn't shot yet to give town a confirmed and to give Patroller a specific player to patrol. However, if Patroller dies early on in the game, rising as King is just painting a target on your back. It may actually be more beneficial to hold off ascending until late game, where the game should technically be auto if Traitor self votes. King prevents Traitor from being able to vote with their mafia member in final 4/final 3, as they get to choose who gets condemned, and if they vote the remaining mafia, the game turns from an auto mafia win to a town win.

#### Patroller

If no confirmed towns exist yet, try to predict the nightkill and go on the towniest players who the mafia are likely to kill. If a confirmed town *does* exist, stay on them to make mafia not want to kill them until you die. If multiple confirmed towns exist, prioritise patrolling the King or Sheriff over the Crook's overturn target as the latter may be the Traitor, and mafia will likely keep them alive to make town uncertain about whether or not they are.

#### Sheriff

Shoot whenever you have someone you strongly scumread, or if someone is outted mafia by the Patroller. Shooting Traitor actually has more value than shooting a mafia, as Traitor is practically unvotable with Crook up. Keep in mind that as soon as you shoot your role is revealed to town and mafia alike, so be cautious about shooting if Patroller has died. Hipfiring day 1 is heavily discouraged because of this.

#### Villager

Play as normal, making scumreads. Do not fakeclaim as King as Sheriff to avoid being voted, as they will kill you and they will become unnecessarily outted. Faking Patroller is inadvisable, but softing it to bait the mafia night kill is fine.

Don't be sad about rolling villager. If the Crook overturns the vote off you, you are almost completely confirmed town and can lead town as such.

### Scum

The three scum members need to coordinate well. Spy acts as the middleman, relaying information about the Traitor to the Crook and vice versa. Crook knowing who the Traitor is is vitally important, and the Traitor deserves to know their fellow mafia members.

#### Crook

Saving your power can be rewarding. Town misvoting means that you can overturn the vote onto the King or Sheriff, which is very helpful if the Patroller is still alive, making it a bad idea to try to kill them without risk of being caught or starting a counter claim war. Pushing your Traitor only to overturn the vote off them is highly beneficial, and is one of the main interactions the setup is based around. This nearly confirms them as town, and makes town less likely to suspect them. Try not to overturn early in the game where you have less info and where players could be fake softing certain roles as baits. Patience is a virtue.

#### Spy

On day 1, message the Traitor and tell them who you and the Crook are. Then ask them to say a certain phrase that will allow you to know who they are, such as "this setup is interesting" or "Mario is suspicious" for example. Relay the identity of the Traitor to the Crook, in case you get voted day 1 and are unable to tell them at the next night's night meeting.

It is possible to make power roles accidentally out themselves by messaging them. Messaging villagers, however, is one of the worst things you can do as a Spy. It can allow a lot of the town to confirm each other

#### Traitor

Once the mafia know who you are, play as aggressive as possible. Do whatever you want to make town want to vote you out, within reason. The Crook will then be able to overturn the vote off you, making you seem "confirmed town." You can play similarly to a Fool, if you wish. Traitor is unable to be found by Patroller if the mafia kill the player they were patrolling. However, Traitor loses if it is the only scum role alive.

You should always immediately self vote in final 6/ final 5 if both mafia are alive and final 4/final 3 if only one mafia is alive to immediately end the game. The only exception to this is if it is final 4/final 3 and it is King Day (the day that King chose to ascend on). In this scenario, outting yourself as Traitor narrows down who the mafia is to the King and allows them to vote them for a town win. In final 6/final 5 this doesn't matter because scum has another day to win the game.

## Variation

A variation of this setup with nightstart and no nightkill n1 instead of daystart is possible for players that prefer nightstart, or to allow Spy to pretype messages to send to their Traitor on night 1. Simply turn Informed Daystart off and turn Nightstart (No Kill Night 1) on.

## Trivia

* Created as a submission to a challenge, which included a ruleset that required Crook, Corruptor and a town role that directly kills.
	+ The old version of the setup was 13 player nightstart; had Nurse and Saints; as well as Corruptor, basic Mafia, and no Traitor.