Superposition

## **Superposition (semi open)**

Essential settings: hide setup, day start, majority vote off, disable meteor, 1kp

Pick one of the following with equal probability:

Setup codes (you can use https://numbergenerator.org/randomnumbergenerator/1-8 to randomly generate):

1. 1599661616a1b37a1b1600386374a1b1556390101a1
2. 1599661616a1b37a1b1600386374a1b1547802152a1
3. 1599661616a1b37a1b1600386374a1b1573568724a1
4. 1599661616a1b1600386374a1b33a1b1580928590a1
5. 1596417444a1b37a1b1599661616a1b1547802152a1
6. 1596417444a1b1538276587a1b1596418665a1b37a1
7. 1596417444a1b1596418665a1b37a1b75a1
8. 1596417444a1b23a1b69a1b1599661616a1

## **Description**

In this setup, it is optimal on average for mafia to 1) **claim patsy when merlin is present** 2) **claim merlin and push patsy as scum when patsy is present**. This is because if town always mass role reveals and mafia counterclaims, mafia wins at most 1/2 of the time in patsy universes and at most 1/6 of the time in merlin universes (counterclaiming merlin is hard since mafia has to guess and be right about who merlin is AND win the cc war).

The worlds are designed so that no matter what tools town uses (cop checks and alcoholic/tourist visits) to determine worlds, the setup stays as close to 50-50 as possible. For instance, town can always choose to condemn the merlin claim d1 and wins 50% of the time by doing so. On the other hand, if town chooses to no condemn d1 and/or d2, then they will either automatically win or lose with equal probability, **or** the game will simply continue, with no further information gained.

## **Hints for each role**

* **Patsy hints:** The game is solved from your point of view. Push the merlin claim.
* **Merlin hints:** The game is solved from your point of view. Push the mafia that was revealed to you.

* **Mafia hints:** Observing whether or not patsy is present tells you whether you need to claim patsy or merlin. In fact, knowing your own role allows you to completely determine which universe you are in.
a) If you are **thief**, this is **merlin world** - Claim patsy and accuse merlin. You can only win by getting town to miscondemn merlin. Cop cannot find this world through checks.
b) If you **don't see patsy** and are **contingency planner**, this is **merlin hell** - Claim patsy and accuse merlin. You win if town no condemns d1. Simply no kill n2 to get a gun d2 and shoot the merlin claim. Cop cannot find this world through checks, and it doesn't matter since you win when town no condemns.
c) If you are **pyromaniac**, this is **merlin limbo** - Claim patsy and accuse merlin. You win if you successfully douse merlin or you get merlin miscondemned. Cop cannot find this world through checks.
d) If you are **wannabe**, this is **merlin paradise** - Claim patsy and accuse merlin. You lose if town no condemns d1 and d2. Cop **can** find this world through checks.
e) If you **see patsy** and are **contingency planner**, this is **patsy world** - Claim merlin and accuse patsy. You can only win by getting town to miscondemn patsy (in which case you will need to no kill and get a gun to avoid having a nightkill roleblocked). Cop cannot find this world through checks.
f) If you are **hitman**, this is **patsy hell** - Claim merlin and accuse patsy. You win if town no condemns d1. Kill anyone n2 and shoot anyone d2. Cop cannot find this world through checks, and it doesn't matter since you win when town no condemns.
g) If you are **mafia**, this is **patsy limbo** - Claim merlin and accuse patsy. You lose if tourist dares to try to roleblock cop, since they will find this world when cop doesn't get roleblocked.
h) If you are **hooker**, this is **patsy paradise** - Claim merlin and accuse patsy. You lose if town no condemns d1 and d2. On the other hand, you win if town miscondemns patsy d1 - Be sure to roleblock alcoholic so that you can kill at night. Cop **can** find this world through checks.
* **Cop hints:** Seeing yourself as cop gives you no info, since this occurs in all worlds. If you decide to no condemn d1 and d2 to get info from checks, checking patsy/tourist claims will give you the most info.
a) **merlin world** - You will see S/S.
b) **merlin hell** - You will lose if you no condemn.
c) **merlin limbo** - You will see S/S.
d) **merlin paradise** - You will win if you no condemn twice. You will see NS/NS, so condemn patsy claim and win.
e) **patsy world** - You will see S/S.
f) **patsy hell** - You will lose if you no condemn.
g) **patsy limbo** - You will see S/S.
h) **patsy paradise** - You will win if you no condemn twice. You will see NS/S, so condemn merlin claim and win.
* **Tourist/alcoholic hints:** Seeing yourself as tourist gives you no info, since this occurs in all worlds. If you decide to no condemn d1 and d2 to get info, you must decide whether to visit patsy for protection, or cop for info. The safest option is to visit the patsy claim, since this saves merlin in merlin limbo.
a) **merlin world** - You may safely try to roleblock cop and narrow to worlds a,d,e,h when cop reports a roleblock.
b) **merlin hell** - Your action is unimportant here. No condemn d1 = town loss.
c) **merlin limbo** - If you don't block pyro from dousing merlin at night (or at least make pyro think you blocked them), you will lose.
d) **merlin paradise** - You may safely try to roleblock cop and narrow to worlds a,d,e,h when cop reports a roleblock.
e) **patsy world** - You may safely try to roleblock cop and narrow to worlds a,d,e,h when cop reports a roleblock.
f) **patsy hell** - Action is unimportant here. No condemn d1 = town loss.
g) **patsy limbo** - You may safely try to roleblock cop and win when cop reports not being roleblocked.
h) **patsy paradise** - You may safely try to roleblock cop and narrow to worlds a,d,e,h when cop reports a roleblock.