recursal/Fanatic-Fandom huggingface dataset:
Bozotorial

<- Back to Setups

> *Faith is to believe what you do not see; the reward of this faith is to see what you believe.*
>
>

## Bozotorial

### Code

Copy to clipboard 1555727200a3b11a1b12a1b75a2b36a1b89a1b1596418309a1

1555727200a3b11a1b12a1b75a2b36a1b89a1b1596418309a1

Bozofied Janitorial.

### Town Roles

Bozoman (x3), Buffoon, Detective, Doctor, Oracle

## Description

Plays very similarly to Janitorial.

The only difference is that instead of a single hidden role, there are enough Bozomen in this setup that the role reveals are somewhat unreliable.

This setup is intended to teach Bozotech.

## Optimal play

### **Town**

#### Detective

Plays similarly to Cop in Janitorial.

Trancer investigations are either Bozoman or Trancer that did not use their power that night.

#### Bozoman/Buffoon

The overall chance of a SSAV role revealing as mafia is 25%, which is the same chance for Cop to investigate a SSAV as mafia-sided.

### **Scum**

Unlike Janitorial, mafia has no direct information advantage over town via Janitor, so they will need to use the ambiguity that Bozoman provides to their advantage in order to manipulate town.

#### Trancer

Trancer usually redirects to a town player to try and get investigated by Detective incorrectly, or attempts to WIFOM by not using at all in order to be directly revealed as Trancer so that the Detective thinks they are Bozoman.

## Trivia

Created after RR OFFON to more simply illustrate some basic Bozoman mechanics. Also to provide a different flavor of Janitorial.

Buffoon used to be Villager before when Bozoman could reveal as Villager.

The Villager variant can still be played, with a 30% chance for SSAVs to be investigated as scum.
Godfather

> Appears as "NOT sided with the Mafia" on Cop reports
>
>

The Godfather (often abbreviated as GF) is a passive tool the mafia members have to not only protect itself from Cop checks, but ensue distrust in any town reads the Cop gathers. This allows the mafia to push for the condemn of players who would otherwise be confirmed town, or avoid the condemn of the Godfather, who otherwise would be confirmed mafia.

## Use & Power

In making a setup, the Godfather is a way to make the Cop less powerful, and thereby making town strategies involving the Cop more balanced. It opens up discussion that would not happen otherwise, and can make the mafia have many more options in pushing for as long as it is alive.

In gameplay, the Godfather is a strong role that the mafia members usually want to keep alive for as long as possible, to maximize the benefit they receive from the Cop's town-aligned checks not being trusted by the town. As such, players who push the Godfather are often trusted more than those pushing any other mafia, because the Godfather is so risky to bus.

## Interactions

Against different Cop sanities, Godfather still appears how a town member might. This is because sanities are applied to what a normal Cop would see.
Alcoholic

> Sees self as Tourist
>
>
> Each night, must choose one player to visit
>
>
>
> Visited players will be roleblocked
>
>

Alcoholic is a town roleblocking role that is forced to use and may not be aware that it is a roleblocking role. It is considered to be a more useable version of Drunk in some ways, as it cannot choose to just not use. Alcoholic should be visiting whoever it suspects the most, to try to deny mafia their abilities.

## Mechanics

Alcoholic is forced to visit and roleblock each night. As with all roleblocks, this only prevents active visiting abilities from working. Passive or non-visit abilities like Announcer or Oracle are unaffected. Alcoholic sees itself as Tourist and as such will not always know that it is Alcoholic.

As the mafia night kill can be blocked only when one mafia remains, Alcoholic gains a massive power boost upon that occurring.

## Use and Power

Alcoholic can be used in many of the same scenarios where Drunk would normally be used, to force them to use their power. Alcoholic may not know that they are alcoholic, but with one possible all Tourists should be visiting whoever they suspect the most, in the case that they are Alco.
Detective

> *Each night, may visit a player and learn their role*
>
>

**Detective** is a very powerful investigative role. Not only able to learn a player's alignment, like a Cop, the Detective can learn a chosen player's role.

Each night, the Detective may visit a player and learn their role. As with Cop, it is a powerful town Power Role who is often the driving force behind day discussion in setups, once it has revealed. Even if a Detective fails to find any mafia, the players investigated being confirmed as town can still drastically reduce the options mafia has. The Detective is also better than the Cop in three main ways:

1. The Detective can not only find mafia members, but learn which is which. In closed setups, or setups where roles don't reveal upon death, this is useful for finding a specific mafia role that is hindering the town.
2. The Detective can find several mafia roles that the Cop cannot. This includes Godfather, Con Man, and others.
3. The Detective can point out specific town roles to win counterclaim wars against mafia members who don't know the roles of the town.

## Interactions

There are several ways for mafia to deal with a Detective. While more difficult to fool than a Cop, there are still ways to do so:

Impostor - Can appear as any role in the setup. This makes the Detective get false results.

Diva - Despite appearing as a different role on death, Diva does not fool Detective. It, however, can be used to convincingly counterclaim a detective, even after death.

Trancer - Can create false results for the Detective by redirecting them, without creating incorrect condemnation flips.

There are also roles that can prevent the Detective from getting results at all:

Hooker - Can roleblock the Detective, preventing their visiting action from taking effect.

## Use and Power

Detective is generally considered to be among the strongest investigative roles and one of the strongest Town roles in the game. Its strength makes it hard to use in setups without significantly nerfing it with other roles. Said roles can include Bozoman, Impostor, and Trancer. A setup with Detective will often have a disproportionate amount of town's information come from the Detective, which takes the focus away from the social aspect of the game. Detective cannot be counterclaimed easily, either, which removes much of the point of having a Cop-like role in the game in the first place.
Gun

Guns are an item with which the holder can shoot a player during the day, with it either revealing the shooter or not depending on the role that the gun was obtained from. Like all items, Guns can be broken and stolen. It is a powerful item for the team holding it, as a single death can change the outcome of the game. Town-aligned roles that have guns or give guns tend to be unccable, as they or the person they gave a gun to can simply shoot the false claim.

Guns, when broken, will instead shoot the shooter.

Some guns have special effects. The gun from Suspect Mind will kill the shooter if it aims at town, for example. these are included in the role descriptions.

## Obtaining

Guns can be gotten from a variety of sources, most of them keeping the gun for themselves. Some examples are the Arms Dealer, who can give out a gun each night, the Marksman, who has a gun by default, and the Paranoiac, who receives a gun upon being visited.

## Gameplay

Guns are played differently based on what knowledge comes with the gun. For example, the Arms Dealer's gun is often much more town-helping than the Contingency Planner's gun, even when given to the mafia. This is because the Arms Dealer knows who they gave a gun, and can call them out for shooting poorly or not shooting at all.

Guns can provide town a second condemn of sorts. Since the condemn usually comes with the downside of the mafia killing a player, this is a big boost to town's productivity. The ratio of kills held by either side increasing in town's favor significantly helps town resolve claims, kill mafia, and win. As such, roles that can have many town-sourced guns are powerful and should be designed around.

Guns held secretly by the mafia are used to shoot as important a town member as possible. A revealing gun is often used right as a mafia member would die to the condemn, to kill an important town. It is also used to instantly end the game, when possible. Non-revealing guns can be used to shoot an important town member whenever, and can disrupt overpowered town strategies such as a Cop claiming to be protected by a Doctor.
Bomb

> *If killed, the Bomb will explode and kill the player that targeted them as well
> If killed by a night meeting (e.g. the Mafia), one member will be chosen at random to explode
> If targeted by multiple night kills, the explosion will kill one player from each group*
>
>

## Bomb

### Choice

Passive

**Bomb** is a role that, upon being shot or killed, also kills the player that shot or killed them. Bomb is a good role for baiting the Mafia night kill, as they will be able to take down a Mafia member with it when they die.

## Power

Bomb is a fairly powerful role for baiting night kills, stronger than Bulletproof, Nervous Sleeper, and Emcee, but weaker than Grandma.

## Interactions

* A Hitman or Marksman who shoots a Bomb will die along with them
* Ninja can prevent any Mafia-aligned player from dying to a Bomb, as long as it is alive and in the kill party. A roleblocked Ninja cannot defuse bombs
* Ninja will not die if they shoot a Bomb
* When stabbed, will explode and kill the attacker when they bleed out and die unless the attacker is a Ninja
Rifleman

> *Starts with a Gun
> Gun will not reveal shooter on firing*
>
>

**Rifleman** is a Town-aligned role that starts with a Gun that will never reveal the shooter upon being fired. Rifleman allows Town to kill a suspicious player during the day, essentially allowing for a second condemn. Rifleman is essentially the equivalent of a Sergeant that kills during the day as opposed to at night. Sheriff is similar to Rifleman, but the Sheriff's gun always reveals the shooter.

## Interactions

The Rifleman's gun is an item. As such, interactions with any player with an item apply to a Rifleman.

* Auditor will see that the Rifleman is holding a gun, as well as any other item they have received that game.
* Saboteur can break the Rifleman's gun, causing the player to shoot themself when they use it instead of the intended target. They will also break any other items the Rifleman received that game.
* Thief can steal Rifleman's gun and take it for itself. They will also steal any other items the Rifleman received that game.
	+ It is worth noting that Mailman can not steal Rifleman's gun, not even on night 1.
* Vash can take the bullets out of the Rifleman's gun, causing no one to die when it is fired. If the Rifleman received another gun that game, one loses its bullets at random.

Rifleman's gun is bound to its role.

* If a Rifleman gets converted to any other role, it loses its original gun.
* If a Thorne kills and converts to a Rifleman, they will receive a gun.

Other Interactions:

* If a Rifleman shoots a Bomb, they die along with it, as with any player shooting a Bomb.
* Pacifist can prevent a player from being shot.
* If a Secret Service is protecting the player who the Rifleman shoots, the Secret Service dies instead, as with any player shooting in this scenario.
* Because Rifleman's gun does not reveal the shooter, it is indistinguishable from any other non-revealing gunshot in the game.

## Gameplay

Rifleman gives town a bonus condemn on any one given day. It is best used when town doesn't want to waste their condemn on someone, or when condemning a specific player may be dangerous. An example of the first scenario is a player being a great info vote, but there being an outted mafia alive. The Rifleman can shoot the outted mafia so town doesn't need to worry about wasting a day on them and can focus on a better vote. An example of the second scenario is a setup where Fool exists. Town doesn't want to risk voting out the Fool, as that would end the game with a town loss, so the Rifleman can shoot a player that they think might be the Fool.

Rifleman can solve cc wars by shooting one of the players involved to either out the other as mafia or get a mafia out.

Rifleman is practically an unccable role, as it can shoot anyone who attempts to fakeclaim it. This does not apply if there is a role such as Grandpa in the setup, who is immune to the Rifleman's gunshot. This also does not apply if the Rifleman shot earlier in the game, although it is usually advisable to claim after a shot.
Amnesiac

## Mechanics

The Amnesiac is a role similar to Thorne where it can visit a player that has died and convert to their role. It cannot win as an Amnesiac.

## Gameplay

This role likely wants to convert ASAP before they can be killed by the Mafia. Then they just play as whatever role you converted into. If asked to RR as a converted Power Role, you can claim you were an Amnesiac who converted to said PR.
YaoGuai Stats

Redirect to:

* YaoGuai Subraces
All YaoGuais have inherent abilities or stats. These are combined from their Base Stats, and gained Intelligence Shard if you raise your own YaoGuai.

Note: If you create your own YaoGuai from an Animal it will use the animals stats instead. (Which you can inspect by selecting a disciple, pressing C and then selecting the animal) These are similar to YaoGuai stats but involve RNG. If you rebirth your cultivator for the first time, it will gain the "real" YaoGuai stats.

Note 2: Some people are experiencing a wide range of Stat changes from rebirths. More testing needed.

The following Table List Traits that are unique to YaoGuais.

Note 3: Since there are some modifiers I am not 100% sure on I marked them with a "?". For those interested I also included their names and effects inside the code.

Note 4: Some Traits (e.g.Blessed) might not be completely integrated in V1.210.
Naive Cop

> *Sees self as regular Cop and appears as Cop upon death*
>
>

> *Each night, may choose a target to visit and investigate*
>
>

> *Receives a report the next day revealing if the target is sided with the Mafia*
>
>

> *Reports will always show "NOT sided with the Mafia", regardless of the target’s actual alignment*
>
>

## Naive Cop

### Choice

Night

**Naive Cop** is a role that can visit a player each night, receiving a report the following day stating that the chosen player is not sided with the mafia regardless of their actual alignment. Players will this role will also see themselves as a regular Cop, unaware that they are actually a Naive Cop. Other players will also not know when the Naive Cop has died, because it appears as a regular Cop upon death as well.

Each night, the Naive Cop may visit a player and learn their alignment, between Mafia and Not Mafia. However, the Naive Cop's report will always say that their target is Not Mafia. This investigation is regardless of the actual alignment of the player. Players that would normally appear as sided, such as mafia members or Miller, will still appear as not sided nevertheless. The Naive Cop is best used to cause early Not Sided checks to be unreliable, making players wonder whether a player is a real Cop or a Naive Cop.

Players that see themselves as a Cop can deduce that they are a Naive Cop if they repeatedly get not sided checks, if they receive a not sided report on a confirmed mafia member, or if they get a not sided check on a role that appears as sided, such as Delinquent. Naive Cops are practically useless as investigative roles, as they provide no actual information to work with. Unlike Insane Cop, who's reports are incorrect but not unhelpful, the Naive Cop's reports are practically useless in the grand scheme of things.

Naive Cop has a similar interaction with Painter/Framer/Anarchist as Paranoid Cop has with Fixer. As Naive Cop can see all players as Not Sided except for those framed, they act as a frame-detector and can clear townies by seeing them as Sided.

Naive Cop is often considered unfair in hidden setups as a blue-checked mafia member can remain unquestioned for days. This is less disruptive than a false red report in a hidden setup, as town may still suspect the not-sided mafia of being Godfather, but may still feel unexpected or unfun.
Matrix6.gg

## Description

Informed Daystart and semi-open setup designed by shellychan, based on the mafiascum setup Matrix6/Backup6 by Cogito Ergo Sum. One column or one row is randomly picked and added to 3 Villagers and 1 Mafia to form a 2:5 setup. For example, if row 1 is selected, the final setup will be Jack, 4 Villagers, Grandpa and Mafia.

The Day 1 claim strategy of the original Matrix6 (revolving around the Bulletproof in the original Matrix6 claiming early) is neutered by the existence of Hooker as a role that can bypass Agoraphobe's protection.

The setup is intended to be quite vanilla and has minimal swing. It is suitable for newbies (being the former mafiascum newbie setup).

## Possible Setups

1. Jack, 4 Villagers, Grandpa, Mafia (75a1b57a4b66a1b1577500425a1 )
2. Cop, Doctor, 3 Villagers, Hooker, Mafia (57a3b75a1b7a1b12a1b69a1 )
3. Agoraphobe, Lazy Tracker, 3 Villagers, Busboy, Mafia (57a3b1603688758a1b75a1b1567786474a1b1540004252a1)
4. Agoraphobe, Jack, 3 Villagers, Hooker, Mafia (1567786474a1b1577500425a1b75a1b57a3b69a1 )
5. Cop, 4 Villagers, Busboy, Mafia (57a4b75a1b7a1b1540004252a1)
6. Doctor, Lazy Tracker, 3 Villagers, Grandpa, Mafia (75a1b57a3b66a1b12a1b1603688758a1 )

## Optimal Play

Cop: In both of the two possible setups, you make up most/all of town's power. Avoid claiming early as you will either be roleblocked until Hooker dies (Row 2) or killed (Column 2).

Jack: Similar to Cop, you make up most or all of town's power. As there will only be a maximum of 2 nights, try to prioritise your investigation and either shoot your red check or protect your blue check the night after.

Agoraphobe: You are a fairly weak PR and should focus on baiting a nightkill while avoiding being hooked. You also have the ability to confirm either a Jack or a Lazy Tracker in the setup, which are both rather strong PRs.

Doctor: Be on the lookout for investigatives as you are paired with either a Cop or a Lazy Tracker. You should generally play like a conventional protective.

Lazy Tracker: You can only detect one scum before a mafia dies, and you see the PR that you are paired with as guilty. Try to check players who are unlikely to be PRs to avoid false guilties. You are also strongest when one scum remains, as you are able to clear all players that did not visit.

Hooker: You play a very important role and should try and stay alive for as long as possible. If you die in earlygame, town would soon reach an autowin situation with either ungated Follow the Cop or Jack and an unkillable left. Bussing your vanilla mafia is a fine play to avoid your death.

Grandpa: You can fakeclaim PRs that would be valid in the two possible column/rows (such as claiming Agoraphobe for a 50% chance of not being immediately counterclaimed), since you are immune to the Jack shot.
Bomb Squad

### Code

Copy to clipboard 4a1b1540004252a1b83a1b31a1b32a1b36a1b38a1b47a1b87a1b1587533794a1b57a5

4a1b1540004252a1b83a1b31a1b32a1b36a1b38a1b47a1b87a1b1587533794a1b57a5

### Town Roles

Bomb, Medic, Miller, Oracle, Parity Cop, Soloman, Villager (x5)

### Creator

poolord

**Requires playtesting. If it's not balanced, please make sure to tell in the comments.**

## Description

A regular setup bearing interactions similar to Shobombs. All cop blues are instantly confirmed. Busboy/Jekyll interactions are used in this setup when targeting the Bomb, and the Tagger is used to find power roles in the setup to direct factional kills.

## Optimal play

### Bomb & Soloman

The goal of the Bomb is to kill the Busboy along with themselves. As a result of this, their primary goal is to lure out the Jekyll in some way.

The Soloman functions to either appear as the Bomb upon death in order to make the Jekyll stop protecting the Busboy, or to keep the real bomb in hiding.

### Medic

The medic should act as a traditional protective. They should protect whoever they believe is town.

### Oracle

Oracle exists as either giving a confirmed town or mafia after dying. They should aim to bait a mafia night kill to provide investigative information.

### Parity Cop

Whenever you find a blue, they are automatically blue themselves due to the lack of mafia lying roles. As the setup is Informed Daystart, Parity Cop will not get useful information until Night 3. Parity Cop should avoid dying early since relevant information comes rather late.

### Villager/Miller

Play as a normal villager.

The miller in this setup exists to hide the death of the busboy.

### Busboy & Jekyll

The busboy and jekyll interaction is the most important to the mafia. The jekyll protects the busboy each night until the bomb dies.

### Tagger

The tagger's purpose is to find out the Medic, Parity Cop and Bomb. In the process, they can also find out other roles such as the Phantom and Oracle, which Mafia would avoid killing if they were suspecting a mafia player.

### Understudy

The understudy's purpose is to convert to either a Jekyll/Busboy if they haven't killed the bomb yet, or a Tagger if they already have, in order to hunt down Power Roles.

## Trivia

👋 In this setup, the 🚌Busboy and 🏥Jekyll must 🛡️protect eachother when committing the night 💀kill. The soloman must❗ choose to appear as 💣Bomb or 🏥Medic to throw off the Mafia team. The 🔮Oracle functions as the one-shot cop of the setup, either giving a confirmed blue or a red. The 🤏Tagger must find power roles in the setup, and the Understudy must choose wisely as to which role to convert to.

(i made that copypasta. it will be used)
Setup Codes

Setup codes are Mafia.gg's way of easily storing and sharing setups. At the bottom of the setup creation screen in host options, there is a bar that will show the code of a current setup, and can have codes pasted in it to instantly swap the roles to another setup. This allows hosts to keep a list of the setups they have as codes, to swap between them on the fly.

Each part of the code represents a role and an amount of that role. As such, setup codes do not include settings. A segment of the setup code is comprised of the role ID, a parser, an amount, and then another parser if there are roles following it. For example, the role ID of Villager is 57, so 3 Villagers would be 57a3 or 57a3b, as a segment.

Role IDs were originally incremented with the addition of each new role, but the system was eventually changed to timestamp due to concerns that overlap would occur. However, this does not mean the first role coded was Armorer. When the ID system was added, many roles were added in alphabetical order, seperated by alignment, using their development names.

Gambler and 502 Bad Gateway are deactivated roles from the April Fools update, and as such will no longer work ingame. Their codes are still listed here as a way to preserve the game's past.

In the table below is all roles alongside their IDs.
Miller

> Sees self as Villager
>
>

> If killed, they are revealed as Miller
>
>

> if condemned to the guillotine, they are revealed as Mafia
>
>

> Appears as "sided with the Mafia" on Cop reports
>
>

The Miller is a manipulative town role that passively makes Cop reports and Mafia condemn reveals less trustworthy. It is commonly put in setups as a way to make people distrust information. It can be considered a more extreme version of Suspect. Because of it not knowing its own identity, Miller is one of few town roles that cannot claim itself.

## Mechanics

Miller is a role that provides misinformation in 3 major ways. It shows incorrectly to Cop, it reveals incorrectly upon death, and it sees itself as a normal Villager.

It appears to Cop as Sided with the Mafia, and as such shows as a Liar to Polygraph.

It causes confusion between it and other roles that die as Mafia, such as Busboy, and, well, Mafia.

It seeing itself as Villager causes it to be unable to claim its own role, and therefore not have any of the benefits a town power role would usually allow. It seeing itself as Villager also adds a random element to the game, as it is effectively random which Villager is Miller until the Miller is found.

## In Setups

The Miller's main use in a setup is to provide misinformation about Cop reports and reveals. It makes players not immediately assume a person is mafia if they are red on a Cop report or Mafia upon death. An abundance of Millers in a setup can change Cop to either be nullified in info-gathering or provide different information entirely.

The Miller is a manipulative role, which a Polygraph would detect as a liar. This means that Miller could be used in nearly the same way they are used in Cop setups, as long as it is paired with a Busboy.

## Gameplay

When playing with Miller, players often will assume the worst about a given situation. If a person is red checked, they're mafia, if a person flips as Mafia, they're Miller. It also makes it somewhat more believable when a Cop has a Miller as red, because in most setups the Mafia cannot reasonably know who the Miller is and therefore will not have them as red. Despite how common it is to be checked by the Cop as Miller, it is near-impossible to get out of being condemned regardless once checked.
Roleblocks

Roleblocks are a mechanic that has a player unable to visit anyone at night. This is usually caused by a Roleblocker, such as Hooker or Drunk. This does not affect passive abilities, such as Bulletproof's vest or Oracle's ball. Certain abilities that require choices are considered passives, like Lookout or Phantom. These roles use different wording.

Roleblocks are a powerful way to prevent teams from developing breaking strategies with roles. An example of such a breaking strategy prevented would be how a Cop might claim day 1 with a Doctor in the setup, to gain its protection. This strategy is prevented by a mafia-aligned Roleblocker; the Hooker, because the Cop is entirely nullified and cannot investigate for as long as the Hooker is alive.

## Resolution

Roleblocks always resolve intuitively, even when the chain seems complicated. To do so, they use tapioca's algorithm. That is as follows:

1) Let head refer to a node not under the pressure of an impeding roleblock. Determine all heads.

2) Apply all roleblocks being exerted by heads.

3) Remove all heads and roleblocked nodes from the graph.

4) If the new graph has heads, go to (1), else halt (end of roleblock phase).

In a loop, no nodes are heads. This means that all members of the loop get to visit. A Situation where this might occur ingame is the last mafia being a Hooker being roleblocked and roleblocking a Drunk. The hooker will still get to perform the factional kill in that instance.

Assume the following scenario:

```
Player #1 (not a roleblocker) targets #6.

```

```
Player #2 (roleblocker) targets #6.

```

```
Player #3 (roleblocker) targets #1.

```

```
Player #4 (roleblocker) targets #5.

```

```
Player #5 (roleblocker) targets #3.

```

```
Player #6 (roleblocker) targets #2.

```

Then according to this algorithm, the resolution would be:

```
Player #1 is roleblocked (by #3).

```

```
Player #2 is in a loop (with #6).

```

```
Player #3 is NOT roleblocked.

```

```
Player #4 is NOT roleblocked.

```

```
Player #5 is roleblocked (by #4).

```

```
Player #6 is in a loop (with #2).

```

In JavaScript:

```
class Player {
 target = null;
 isRoleblocked = false;
}

class Roleblocker extends Player { };

function resolveRoleblocks(players) {
 const roleblockers = players.filter(player => player instanceof Roleblocker);
 const heads = roleblockers.filter(roleblocker => {
 if (roleblocker.isRoleblocked) return false;
 const roleblockedBy = roleblockers.find(otherRoleblocker => otherRoleblocker.target === roleblocker);
 if (roleblockedBy) return false;
 return true;
 });
 heads.forEach(head => head.target.isRoleblocked = true);
 const updatedPlayers = players.filter(player => !heads.includes(player) && !player.isRoleblocked);
 if (updatedPlayers.length !== players.length) {
 return resolveRoleblocks(updatedPlayers);
 } else {
 const roleblockerChain = updatedPlayers.filter(player => player instanceof Roleblocker && !player.isRoleblocked);
 return roleblockerChain;
 }
}

```

Illustrated as a directed graph:
Assassin Exists to be Bussed

<-- Back to Setups

### Code

Copy to clipboard 1596417444a1b57a8b68a1b5a1b27a1b1577500425a1b35a1b1573101280a1b1587533794a3b58a1

1596417444a1b57a8b68a1b5a1b27a1b1577500425a1b35a1b1573101280a1b1587533794a3b58a1

### Town Roles

Bulletproof, Candle, Jack, Nurse, Party Host, Patsy, Villager (x8), Virgin

## Description

The main idea behind this setup is that mafia wants the assassin to die early so that the understudies can convert, giving them up to a maximum of 3 kills per night. Town wants to actively avoid this and kill the understudies first, and use their PRs to help slow kills. They get a rather large numbers advantage at the start of the game compared to usual but that quickly diminishes if they aren't careful.

## Gameplay and roles

Bulletproof, Nurse, Party Host, and Virgin all help reduce night kills. BP and nurse can block kills while virgin stops them for a night.

Party Host can stop the meeting mafia (but not the assassins) for a night, so ideally you don't want to party on virgin night. However, PH discourages one of the mafia from remaining as US to have the no kill option late game (while the others convert).

There is some ambiguity with nurse since they can't know if they saved a target or blocked a killer, and they can also delay an understudy conversion, since understudy must visit themselves to convert and as such it is a roleblockable action.

Jack's cop check is the only investigative town has, but there are no false blues, and reds are very likely to be mafia. If jack gets a red they will want to immediately shoot it the following night; other than that they can try blocking a kill once.

Candle's goal is to not die, since mafia can pile together on a vote without being discovered. However, this cannot be easily coordinated by mafia if they are assassins and can't plan it out in a night meeting beforehand.

Mafia wants the assassin to die first. Understudies can bus them, but they have to be careful to not make it too obvious since town will likely be suspicious of someone hard pushing the original assassin.
Revenant

> If attempted to be killed, will bleed for a day before dying
>
>

**Revenant** is a town-aligned role that bleeds instead of dying when attempted to be killed, excluding when condemned. Having Revenant as the basic role in a setup means that town members will live longer and be able to play for longer as well as giving town a temporary confirm every day. Bruiser is the unaware equivalent of the Revenant.

## Mechanics

If attempted to be killed in any way, during the night or the day, excluding being condemned, the Revenant will bleed instead of dying, causing them to die at the end of the current day.

If having been saved by a protective role that can prevent nightkills on the same night where a Revenant would have been killed, the Revenant will be saved and will not bleed out. If shot by a gun while being protected by a Pacifist or Secret Service, the Revenant will not bleed either. Only successful kills will cause the Revenant to bleed.

More specific mechanics:

* If a Bishop investigates a player who kills a Revenant, they will *not* be guilty of Wrath (as the kill is considered unsuccessful).
* If a Lookout chooses a player who kills a Revenant, the Lookout will learn the player's role at the end of the day, when the Revenant dies.
	+ If a Lookout chooses a Revenant who gets killed on the same night, the Lookout will learn the killer's name at the end of the day, when the Revenant dies.
		- If a Lookout chooses a mafia member who double kills a Revenant with a vest, the Lookout will *not* learn the player's role at the end of the day. This may be a bug.
			* If a Lookout chooses a Revenant with a vest who gets double killed by the mafia on the same night, the Lookout will learn the killer's name at the end of the day, when the Revenant dies, which is asymmetrical with the interactions above.
* If a President or Merlin dies, all Revenants will immediately die without bleeding.
* If a Revenant passes an immunity idol to a Grandma or Veteran on alert at night, the Revenant will bleed out and die at the end of the day as normal.
* If a Thorne attempts to kill and convert to a Revenant, they will not convert, as the Revenant does not initially die.
	+ However, if a Thorne kills a Revenant being killed by a Strongman on the same night, they *will* convert.
* If Strongman strengthens the mafia's nightkill on a Revenant, the Revenant will die without bleeding.

## Trivia

* Revenant is rarely used as a power role: it is more commonly used as the VT (vanilla town) role of a setup, to replace Villagers.
* The only way Thorne can ever convert to Revenant is if the same Revenant is killed by the mafia on the same night, and if a Strongman strengthens the mafia's kill.
Saint, Feint, Restraint (And Bark)

<- Back to Setups

22a1b1572486115a1b1588642540a1b1611988621a3b87a1b1580928590a1

A setup where Tagger will know all the roles, getting rid of the randomness with Villagers.

## Description

SFR(AB) is a setup where the Tagger will know everyone's role on day 1. This blocks the normally random effect of condemning villagers when there is Martyr or Saint.

## Optimal play

Saint (Saint):

If the Saint is Condemned, they may protect a player. Is it recommended the Saint uses, as if they get a successful protect, town will gain a condemnation.

Feint (Martyr):

If the Martyr is Condemned, they may kill a player. Is it recommended the Martyr uses as well, as they will be giving town an extra KP.

Restraint (Tagger/Wannabe):

Tagger should always go on one of the 2 unknowns, so they can learn both of their roles day 1 (one by investigation and the other by PoE). Tagger should use this knowledge to their benefit. Martyr should be avoided to avoid town gaining a guaranteed extra kill. Saint should be avoided, but to a lesser degree as if they correctly guess the nightkill, town will gain an extra condemn. Tagger can choose if they want to kill Dog or Martyr first, but should generally avoid saint on the first night. Wannabe should investigate one of the 3 unknowns. If they hit town then they should definitely avoid pushing the 2 unknowns as either their partner gets killed or they activate an ability. If they hit mafia, they should still be hesitant to push the unknown villagers.

Bark (Dog):

Dog should lead town and get pets.

## Trivia

* The beta title was Hark, Bark, and Malarkey
Item

An Item is a power or ability that can be interacted with in special ways. Items can be broken, stolen, and used. Some items provide passive effects while others provide powerful abilities. Roles that give out items are known simply as item-givers.

Items are unique in that you can have the powers of an item in addition to the regular powers from a role. Having an item allows power that isn't necessarily tied to alignment or role. The only thing that can be claimed is the player giving out said items.

There are several items in the game, from varying sources, with various effects.
Polygraph

> Each night, may visit a player and learn if they are a liar
>
>

> Lying roles will either reveal incorrectly or create false alignment readings for themselves or others
>
>

## Polygraph

### Choice

Night

The Polygraph (often abbreviated as poly) is an investigative role that learns whether a target is a liar on 4 metrics:

* Does the role reveal as the wrong role upon death?
* Does the role make others reveal as the wrong role?
* Does the role show as the wrong alignment to Cop?
* Does the role make others show as the wrong alignment to Cop?

These 4 criteria are not alignment-exclusive, meaning that the Polygraph does not alone determine the alignment of a target, only telling if the fit the criteria. As such, Polygraph is commonly paired with Cop along with roles that fool cop, such as Godfather.

## Use & Power

The Polygraph's main use is alongside Cop to help reduce the effects of roles that fulfill the latter 2 requirements of the Polygraph's description. It is used to have a game with multiple investigatives, without having too much stacked against the mafia. A game with Polygraph + Cop can have a reasonable amount of work for the town to still do after both gives notes in a way that might not be true with other investigatives.

Polygraph also has usage on its own as a variant of Cop to have slightly different results. An example would be using Polygraph in a game with several Patsies and no mafia lying roles, where Cop would be nearly useless.

Polygraph can also be used to help determine whether or not a person's death reveal is accurate, and is often included in setups with a lot of death-lying roles to sort bad flips from good ones.

## Lying roles

Anarchist, Bozoman, Busboy, Con Man, Confused Cop, Consigliere (Before converting), Delinquent, Diva, Fixer, Framer, Godfather, Impostor, Insane Cop, Manipulator, Miller, Naive Cop, Painter, Paranoid Cop, Patsy, Soloman, Suspect, Tailor, Tapioca, Thorne, and Traitor are lying roles.

* Bozoman, Confused Cop, Busboy, Diva, Insane Cop, Con Man, Impostor, Manipulator, Miller, Paranoid Cop, Naive Cop, Soloman, and Tapioca are liars because they reveal as the wrong roles on death.
* Tailor and Thorne are liars because they make others reveal as the wrong role.
* Godfather, Traitor, Suspect, Delinquent, Pasty, Miller, Con Man, Consigliere, and Tapioca are liars because they show the wrong alignment to Cop.
* Anarchist, Fixer, Framer, and Painter are liars because they make others appear the wrong alignment to Cop.

## Bug

As of April 11th, 2021, the role Fall Guy does not appear as Liar despite how it meets multiple criteria. This is known and is likely to be fixed next update.
Mafia (Role)

> Basic Mafia-aligned role.
>
>

The Mafia is the basic role for the Mafia alignment. As such, it has only the abilities that all mafia members has; It can meet at night with other members, it can vote on a night kill, it can speak and vote during the day. Mafia is a fairly common role, due to its simplicity.

## Use & Power

### Setup Design

Mafia is a fairly powerful role in comparison to the total amount of players in the game. As the mafia faction is inherently affected much more by the addition of one member than town is, the difference of one Mafia can significantly change the game. The Mafia is not nearly as vital as the Villager for setup design, as it is simply a mafia member with no powers, that could not claim regardless. However, Mafia has a few interactions that make it change balance in the mafia alignment's favor.

### Play

Players in the mafia alignment should attempt to make cases on town members and occasionally each other, to secure majority. It is important to blend in with the townsfolk in trying to discover mafia members. A player who is not actively scouring others will often be subject to increased suspicion.

Specifically as the Mafia, players may find themselves being pushed arounf by the other mafia members more often. The Mafia is the least hurtful mafia member to lose, so it is common for them to get bussed.

## Interactions

The Mafia is the basic role for the mafia alignment. As such, roles like Tax Collector will convert all mafia members to it.

Mafia appears as vanilla to the Vanilla Cop, alongside Villager and Scumbag. These three roles are considered the vanilla roles for the mafia, town, and third-party factions respectively.

## Trivia

Mafia is sometimes abbreviated as bm (basic mafia), but this can be confused with the role Blade Master
Friends & Friends & Enemies

<- Back to Setups

> *You have enemies? Good. That means you've stood up for something, sometime in your life.*
>
>

## Friends & Friends & Enemies

Semi-open where town has 2/3 pair roles and mafia knows which one is missing

### Town Roles

Loser (x0/2), Mason (x0/2), Shogun (x4), Templar (x0/2)

## Description

Town has 2 out of 3 pair roles (each of which has varying effectiveness/use). Mafia knows exactly which pair is missing so they can use that info to secure a claim for themselves and/or manipulate town to mistrust the real PRs.

## Algorithm

Direct players to this wiki page and use random.org to generate a number from 1-3. Then, use the setup listed with the number generated.

## Optimal play

### Loser

See Templar below for general pair strategies.

Unfortunately, Loser is the weakest PR since it has both negative utility in the extra KP provided to mafia, and it has no available night meeting.

Loser should ideally avoid claiming, and also attempt to get Mason to convert one of them once one of the Quacks dies.

### Mason

See Templar below for general pair strategies.

Mason conversion provides a couple interesting (but risky) options: 1) convert a Loser/Templar to confirm the other pair (bonus earns back an ML for town due to Loser), and 2) trade a life to confirm a Shogun (this option is much more viable if town is already losing/already lost a ML due to Losers).

### Templar

Most basic pair role. It's recommended to soft a teammate, or at least not vote against your teammate.

### Shogun/Villager

Standard gameplay. The only difference between a real Villager is that Masons attempt to confirm a Shogun by trading the life of a Mason.

Attempting to fake a pair with another player could be a worthwhile gambit, but only if the other player is town, and the faked pair role does in fact exist in the setup instance.

### Mafia

Mafia doesn't necessarily need to immediately kill PR claims if they plan on claiming the missing town PR roles. Claiming a pair role with a teammate is a good way to keep a partner alive.

Remember, the town PRs are not fully symmetrical, and Loser is tempted not to hard claim, but mafia shouldn't necessarily care as killing Loser immediately vs later is the same effect, so long as a loser doesn't get converted to Mason.

#### Quack

Quacks exist to prevent Masons from increasing their town block by converting a Loser/Templar.

Additionally, the extra KP provided by Losers is very valuable and having both Quacks alive almost guarantees mafia will be able to redeem that bonus at a later time.

#### Spy

Look at the list of roles that can be messaged to figure out which pair is missing, and then inform the Quacks.

The role isn't really designed nor intended for messaging town players, which will either get ignored or become detrimental later on.

## Trivia

Based on Multemplar. Ideally all the pair roles would be symmetric but that's not currently possible at time of writing/creation.

Named after Friends and Enemies And Enemies, but & is used instead due to character limits.
If You Wannabe My Lover

<- Back to Setups

### Code

Copy to clipboard 1540004252a1b1596417104a1b69a1b31a1b32a1b1565630670a1b49a5b1580928590a1

1540004252a1b1596417104a1b69a1b31a1b32a1b1565630670a1b49a5b1580928590a1

A setup that explores the usefulness of Wannabe

### Town Roles

Delinquent, Medic, Miller, Polygraph, Suspect (x5)

## Description & Play

This 12-man setup was created around the idea that Wannabe would be a non-meeting Tagger. Wannabe cannot find its own Mafia team, as everyone is a "sided" check except for Polygraph and Medic. Thus, they have encountered a Power Role if they receive a Not Sided check.

You cannot communicate with your mafia partner outside of the game chat, so you will need to find ways to drop hints that X is a Power Role, or even hard pushing a not sided check to role reveal to everyone in the game.

Delinquent exists as a named Townie (unlike Suspect, they can see themselves as Delinquent). Wannabe and Polygraph both cannot find them, but they do not have any other power.

Polygraph is able to detect Liars and Non-Liars. In this setup, all Liars are Town except for Busboy (the pseudo-Godfather) and all non-liars are either Medic, Hooker or Wannabe.

Medic is the third town PR and should be trying to predict who will be night killed.

Hooker can prevent Polygraph from a check or Medic from a save.

Upon being condemned, the Miller will flip Mafia which will confuse Town - was that Miller or Busboy?

This setup uses Suspects as Villagers so that Wannabe can find Power Roles.

## If You Still Wannabe My Lover

### Code

Copy to clipboard 1540004252a1b1596417104a1b69a1b31a1b32a1b79a1b1565630670a1b47a1b49a6b1580928590a1

1540004252a1b1596417104a1b69a1b31a1b32a1b79a1b1565630670a1b47a1b49a6b1580928590a1

An expanded version of If You Wannabe My Lover

### Town Roles

Delinquent, Medic, Miller, Polygraph, Soloman, Suspect (x6)

### Creator

wangalang

This setup can also be increased to 15 players by adding a Soloman, a Paparazzo and an extra Suspect.

There's an extra interaction where Paparazzo will appear as non-lying to Polygraph, and not find Soloman. Polygraph can find three mafia and the Medic, but cannot detect Soloman (Soloman is a lying role).

## Trivia

* Named after a famous lyric in the Spice Girls' song "Wannabe"
* Probably one of the few setups to use a singular Delinquent
Pair o' Brains

<- Back to Setups

### Code

Copy to clipboard 31a1b1567786474a1b1602978335a1b1555026977a2b7a1b73a1b15a1b42a7

31a1b1567786474a1b1602978335a1b1555026977a2b7a1b73a1b15a1b42a7

A setup where Mafia cannot convert the Villager equivalent

### Town Roles

Agoraphobe, Cop, Fortune Teller, Medic, Shogun (x7)

## Description & Play

This setup is named after the two Brainwashers who risk death by trying to convert someone into a Villager. Shoguns as the default claim role means that Brainwashers can only convert Power Roles, or die trying to convert Shogun.

Agoraphobe, Cop and Medic are all viable, strong PRs that can be converted. A Fortune Teller claim on day one means that a Brainwasher CAN brainwash them to prevent a Crystal Ball from being given out, though the Anarchist in the setup is able to destroy and steal the Ball if located correctly. Just depends on how the Mafia team want to play it - there's no right or wrong PRs to brainwash, and you may not even brainwash at all.

Fixer will likely be staying on the Anarchist as they are the strongest Mafia in terms of power, but may fix a weaker mafia if they suspect that they will be checked.

Anarchist can:

* roleblock once and break their items
* frame someone as sided and steal their items
* one-shot tagger

It's your choice which action to use each night.

Agoraphobe can try to bait a nightkill and should be trying to hide behind either mafia, or someone they think will not be nightkilled that night.

Cop checks are not absolute due to Fixer and Anarchist, but there is no Fall Guy/Patsy/Miller so most sideds and not sideds are right.

Medic should try to predict who will be nightkilled.

Shoguns can try baiting a Brainwasher conversion by claiming PR, however the real PR may CC thinking that a Mafia is claiming their role.

## Trivia

* The name is a parody of NinetyNineGhost's setup Pair o' Fixers
* This is wangalang's second setup using Shoguns as Villagers, after Convert Me, Corrupt Me, Control Me
How to spice up mafia (when ur kinda bored)

2. Self imposed challenges. Some good ones are No clean Janitor (my own creation), No night kills (very hard) and such
3. Setups with insane odds.
4. Limited messages (Setups with cats also work)
5. Fool-sided setups
6. No info role setups (Scum read heaven)

i just want people to put up with my bullshit lol