recursal/Fanatic-Fandom huggingface dataset:
Catch The Assassin

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68a1b45a1b52a1b106a1b57a1b12a1

A lack of information on both sides makes the Tracker important and leads to an interesting game.

## Description

A setup where the only source of information for either side is the Tracker. Even this source, however, is very limited and occasionally misleading. The Assassin mostly thrives off of this lack of thorough information, though they are partially handicapped by not knowing who their teammate is. Because of the lack of real information, this setup is mostly just scum reading, with some help from the Tracker.

## Play

Each of the roles has a basic goal they are trying to achieve, but how you achieve this is up to you. The descriptions below are very basic. The rest is up to creativity.

### Doctor

If you are the Doctor, your main goal is to protect the Tracker without dying yourself. You should never claim unless you are being pushed, or it's at the final day and you need to find the Assassin.

### Tracker

If you think the Doctor is dead, don't claim unless it is absolutely necessary. If you track someone and they don't visit anyone, they are either a Traitor or a Villager. If they visited the person who died, they are either Sleepwalker or Assassin. If the person visits someone who didn't die, they are a Doctor, a Sleepwalker, or even possibly an Assassin. Since you are the only source of information for town, claiming before your death is important and is made safe with the permanent plausible protection of the Doctor.

### Villager

If you are a Villager, your goal is just to help find the Assassin. It is possible for you to be Sleepwalker so if the Tracker claim says that you visited someone, they are probably not lying.

### Assassin

As Assassin, your goal is to stay under the radar and try to figure out who the Traitor is. Depending on the strategy you want to use, you should probably either claim Villager or Tracker. If you claim Villager, you have an excuse if Tracker finds out that you visited the person who died, and you can say that you are Sleepwalker. If you claim Tracker and manage to get people to believe you, you can greatly affect the flow of information to the town. Claiming Tracker is extremely risky, but can have a high payoff.

### Traitor

Being a Traitor, your goal is to confuse the town and make it harder for them to find the Assassin, while also trying to figure out who the Assassin is yourself so you can help them more directly. Traitor, while simple, can be rather difficult to play. It is often beneficial to play as an inexperienced town, but really the strategies are endless.
14 Player CHAOS

This is the 14 player chaos setup, fell free to add more to this! Creator of this page and the setup is Galaxystar.

**THIS IS VERY QUICK AND CHAOTIC. THATS ALL I CAN DESCRIBE IT WITH**

93a1b97a2b98a1b99a1b1573568724a1b1580690992a2b1596390851a1b56a1b1558372324a1b1541122637a1b100a1b1547078335a1

IS THE CODE
Copruptor

Copruptor is a setup originally made by Bdawg\_ (and used under his many other aliases.) The setup revolves around a seemingly easy setup considering there is only one mafia, and practically any claim space. However, if the setup is played the correct way, with rr on death set to alignment only, this setup becomes quite difficult. Here are some tips for surviving this setup as the corruptor, and what to expect from skilled corruptors.

* Corrupting n1 can be risky, as inexperienced sergeants will try to "pog" n1. A good play would be to corrupt on n2
* Try to avoid condemning the martyr. If you are in final 3 with martyr, the person you corrupted, and yourself, skip vote and just kill the martyr with a night kill. If you aren't, however, you have a pretty good shot at guessing who martyr is. Martyr thinks they are villager, so that is what they will claim. If none of the pr's also claim villager, you automatically know who the martyr is, since the only other villy claim, the fall guy, is revealed to you.
* If you are in a no deck setup and you role corruptor, try and corrupt different people. This will make you not as predictable, and you get a good shot at surviving to d2.

And here are a few tips for townies, to counter these plays. Hey, maybe you were corrupted, and you need to find your partner now.

* Sergeant, NEVER use n1. Chances are, you will be hitting a pr.
* If someone is trying to deflect off a villy claim onto another, they are probably the corrupted.
* Don't hunt for the corrupted, hunt for the corruptor.
Coffee Break

93a1b75a1

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## Description

Coffee Break is the single greatest setup ever made. It has the most gameplay depth, and the most viable strategies, while maintaining a player count so low that anyone can play it at any time.

Coffee break is ran under an extraneous rule, that your goal is not to win, but instead to have a good time discussing with the other user.

There are infinite ways to achieve this. Some players can spend half an hour or more on a single game of Coffee Break, exploring possibilities. Even for those who do not spend long in the game, the effects are immeasurable, for the experience felt playing Coffee Break will last a lifetime.

## Trivia

This setup works due to a quirk in the Cult and Mafia win conditions that allows them to both have majority without either winning, until one either gains or loses a member.
Insane 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 reverse target’s actual alignment, showing "NOT sided with the Mafia" when they are and vice versa*
>
>

## Insane Cop

### Choice

Night

**Insane Cop** functions identically to the Cop, except that their reports will show that their target is the opposite alignment of what they actually are. Players will this role will also see themselves as a regular Cop, unaware that they are actually an Insane Cop. Other players will also not know when the Insane Cop has died, because it appears as a regular Cop uopn death as well.

Each night, the Insane Cop may visit a player and learn their alignment, between Mafia and Not Mafia. However, the Cop will learn the opposite of the player's true alignment. The Insane Cop is best used to cause early Cop reports to be unreliable, making players wonder whether a player is a real Cop or an Insane Cop.

An easy way to check whether you are an Insane Cop or a real Cop is by checking someone who has their role revealed to you. If your report is the opposite of the player's actual alignment, you are an Insane Cop. This wastes a check, and as such is generally considered suboptimal. The check wasted could have proved valuable elsewhere, and it is likely that either the mafia kill or a condemnation will reveal the alignment of one of your checks regardless.

## Interactions

Insane Cop, as a Cop sanity, is almost always included with regular Cop in the setup.

Insane Cop's report is largely unaffected by both Fixer and Framer/Painter as, while those roles do override the check, they override it to what it already was. Roles such as Godfather and Patsy will also effect the Insane Cop, as both the GF/Patsy's alignment flips *and* the IC's alignment flip will occur. This leads to GF appearing Sided and Patsy appearing Not Sided.

## Use and Power

Insane Cop makes both itself and the Cop into around the power of a Parity Cop, since both know that targets are one alignment or the other but do not know which is which until a player dies or is otherwise revealed. Having both Cops in the same setup is quite powerful and will likely be town's main source of power. Insane Cop was at one point a very common method for giving town power in large setups.

Insane Cop is rarely used in hidden setups as it causes town to self-destruct through no fault of its own. Losing two miscondemns to a false report doesn't feel fair, especially if Insane Cop is not at all anticipated to be in the setup. A fairer choice of roles would be a Parity Cop.
Item Game

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### Code

Copy to clipboard 19a1b15a1b1a1b8a1b1623799794a3b324a1b1597889202a1b1568391955a1

19a1b15a1b1a1b8a1b1623799794a3b324a1b1597889202a1b1568391955a1

### Town Roles

Armorer, Arms Dealer, Blade Master, Electrician, Fortune Teller, Fruit Vendor, Weaver

### Creator

ProKameron

*Our community needs more information on this page! Can you help out? Click here to add more.*
## Description

Item Game is a setup created by ProKameron. It is a counterclaim-heavy setup containing items which is able to bring the entire game into insanity.

Items are the essential for a win. Town has to tell fake items from real items. Read item descriptions before using them.

## Optimal play

Counterfeiter will either give out guns or fruit. Fruit Vendor is claimable as Counterfeiter. Always give out items when you are able. Giving out suits is useless due to no Handyman being in the game.

## Trivia

The town roles used in this setup all give out items.
Marksman

## Mechanics

The Marksman is a role that does not attend the mafia night meeting and starts off with a Gun that never reveals the Marksman's identity while shooting it.

## Use & Power

Marksman can choose to conserve their gun for cylo or to shoot a pr claim. Marksman does not want to accidently shoot a mafia member so they need to be sure on who they are shooting. If it is cylo, they ask the mafia to out themselves so that they can shoot a Town member and win. However, this will not work in setups with Arms Dealer, Rifleman or Sheriff because those roles can shoot the outted mafia members before the Marksman can shoot and win. In setups with Graverobber, Marksman can also choose not to shoot so that the Graverobber can get their gun.
Agoraphobe

> Each night, must choose a player to visit and hide behind
>
> Will be protected from night kills while hiding unless targeted using Strongman
>
> If the visited player is killed, the Agoraphobe will die as well
>
>

## Agoraphobe

### Role Tags

Night Power, Visits

**Agoraphobe** is a town role much like Bulletproof in its ability to protect itself from harm, though it does it through different and more active methods. Agora's choice tests its ability to find the player least likely to be killed, as to negate the downside of its effect.

## Mechanics

Agoraphobe chooses a target during the night, whom they will visit. If that target dies through an outside kill, then the Agoraphobe will die with them. If the target dies through suicide or indirect methods, the Agoraphobe will survive. For example, an Agora on a Guardian will not die if the Guardian saves a player. The Agoraphobe will similarly be fine if they choose an Agoraphobe who is dying to their ability - this is most relevant in the setup Social Distancing.

Agoraphobe's protection on itself is worth more than 1 kill and as such an Agoraphobe can survive a double-kill on itself. An Agoraphobe will also survive attacks caused by its visit, such as with Grandma or Veteran.

As Agora's protection is visit-based, a simple roleblock will nullify their power for the night providing a safe kill.

## Use & Power

Agoraphobe's minor differences from Bulletproof make it differ in usage. It centers the game more around itself, as it can both block additional kills (rarely) or cause its own death. Agora's power is easier to manipulate, since it can be roleblocked by Hooker, which is a very common role for mafia teams to have in non-hidden setups. It may not know when to claim, as it cannot tell it being attacked from a Doctor (or similar) saving. As such, Bulletproof can be used for more consistent gameplay while Agoraphobe allows for more expression.

Agoraphobe can work as a safe claim from mafia in hidden setups, as them not dying to the night kill is self-explanatory. The existence of an Agoraphobe does not imply much about the rest of the setup, other than it being unlikely for another Agoraphobe or Hooker to exist.

Both Agoraphobe + Agoraphobe and Agoraphobe + Veteran, Bulletproof or similar, can create problematic situations when they know each other as mafia will be unable to kill either as they protect each other.
Little army

The battle begins early in the daytime. Not with the enemy, but with who claims to be your ally.

## Little Army

### Code

Copy to clipboard 19a1b68a1b8a1b24a1b1596337363a1b10a1

19a1b68a1b8a1b24a1b1596337363a1b10a1

Guns blazing, knives slashing. Every minute of the day.

### Town Roles

Arms Dealer, Blade Master, Jailer, Rifleman

## Optimal Play

Town plays normally. Listen to all claims, then plan out how they are going to be solved.

Mafia will always counterclaim Arms Dealer or Blade Master. Impostor existing allows for a 1-for-1 situation happening and the game being forced into F3.

NCing Day 1 is dangerous, but all claims are made public. Jailer uses their discretion.
Governor

> Once per game, may overturn the condemning vote and choose a new target to condemn instead
>
>

> Cannot overturn when the majority vote is No One
>
>

## Governor

### Choice

Post-Condemn

The Governor is a powerful and risky town role that has the ability to change a condemnation target to another player once in a game. It cannot be counterclaimed, since it can overturn a condemn onto the opponent, and cannot be condemned for the same reason.

While the Governor or any post-vote role has their ability, the day will be extended to post-vote after the condemn for this ability to be selected. During this time, the Governor will see the options to Pass, or the option to Overturn (abbreviated as OT) onto a selected player.

## Interactions

The Governor's ability can be overridden by Crook, or by another Governor. When multiple Governors overturn at once, the last overturn is the one that takes effect. Crook will overrule a Governor's overturn regardless of timing.

Roles that gain an ability in post-vote upon being condemned will still have that ability used, even if the condemn target is changed. These same roles will not have their ability occur if the condemn is overturned to them. An example would be how Hunter can shoot a target and live, if the Governor or Crook overturns away.

Clown's kill effect will happen regardless of it was condemned or overturned to, and will not happen if it is overturned away from.

## Gameplay

The Governor is able to erase town mistakes, and save town members from being condemned, but could also do the same for mafia members. As well, the Governor has to choose someone to overturn to. This can lead to scenarios where the Governor might overturn from a mafia member onto a town power role. The Governor is much like the Vigilante in how bad play can lead directly to a town loss.

Governor cannot be counterclaimed (known as Unccable) because it can simply overturn the daily condemn onto its opponent.
Janitor

> *Once per game, may visit the Mafia’s night kill target and hide the player’s role to all but the Janitor
> Power is only consumed if the targeted player dies that night*
>
>

## Janitor

### Choice

Night

**Janitor** is a mafia-aligned role that can hide the mafia's nightkill to all other players on a chosen night. Janitor is to the mafia's nightkill as Sweeper is to a condemn.

## Mechanics

Each night, Janitor has the option to "clean" the mafia's nightkill. The Janitor must select either yes or no. If neither is selected by the time the night ends, it is defaulted to no. If yes is chosen, the role of the mafia's first nightkill that night will be hidden to all players. At the start of the next day, however, the Janitor will receive a private message detailing the role of the cleaned player, which can then be shared with the other mafia.

* If the mafia have 2 kill power, Janitor will only hide the role of the first nightkill.
* If the player chosen to be cleaned is not successfully killed (such as if they were protected by a role like Doctor or if the could not be killed because they are an Agoraphobe, the Janitor's power will not be used and they can use it again the next night.
* If multiple Janitors use their power on the same night, they will all consume their power, not have one use at random. Thus, this wastes their power.
* Janitor's power can be roleblocked (which will likely out the Janitor).
	+ If roleblocked, the Janitor can attempt to use their power again the next night.

## Use & Power

In making a setup, the Janitor is a powerful role that takes away a piece of information from the town. It allows the mafia to potentially fakeclaim as a power role. Even if a power role is not cleaned, the wifom that one could have been is enough to cause town to distrust their power role claims. This is why cleaning a Stooge can sometimes be beneficial to mafia, simply for the wifom.

In setups where roles don't reveal on death, Janitor is useful for giving the mafia information about what roles have died, similarly to how Coroner does this for town.

In gameplay, it is recommended to keep the Janitor alive until the second night at least, where they can then share the information about who was cleaned to the rest of the mafia. If voted out day 1, the mafia will not know what role is dead, unless the Janitor shares the information with *everybody* during the day, which defeats the whole purpose of cleaning the kill as now town knows which role is dead too.

## Interactions

* Coroner or Surveyor can out a Janitor who attempts to claim the cleaned role by determining whether or not that role is truly alive.
* Drunk can roleblock Janitor to out them (although this is often seen as unfair).

## Trivia

* Brainwasher and Kingmaker can be thought of as milder versions of Janitor in some scenarios, as they can hide the mafia's nightkill, but don't learn the player's role.
Fruit Lobby

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### Code

Copy to clipboard 1609987970a1b60a1b324a1b1538276587a1b35a1b1552856661a1b38a1b45a1b57a4

1609987970a1b60a1b324a1b1538276587a1b35a1b1552856661a1b38a1b45a1b57a4

Fruit

### Town Roles

Parity Cop, Nurse, Fruit Vendor, Paranoiac, Sleepwalker, Villager (x4)

### Creator

polybius1201

 Description

 A setup devised around PR-reading the paranoiac, loading them with guns and opening avaliability to shoot out the mafia, and get town clears from said visits.

 Optimal play

As villager, optimally, you want to mislead mafia into PR-reading you rather than the real PR's. There is a chance that you could be Sleepwalker, and gain a clear from para from that, but likely you should just vibe.

As Parity Cop, you should only out if you have a parity, or if being miscondemned. It is important to keep in mind that there is a liar in the game as Con Man, and so town cannot truly and fully rely on you. If you out, you should out with your checks as well, as it is likely that you will be swiftly met with a bullet to the face.

As Paranoiac, you are un-ccable, and gain a lot of investigative powers as a result of town visiting roles. You should almost never shoot a person who has visited you, as the only mafia visit is the night kill. Therefore, if visited by one person and one person only, you can be 100% assured that they are town. If you out as Paranoiac and have clears, you should do so at the same time as you may soon be met with a swift bullet to the face.

Fruit Vendor is the best role in the game. It can be a guaranteed known role for Paranoiac, as it gives a fruit as well as a bullet. Ideally during day you should attempt to find Paranoiac to give fruit to, or otherwise fruit who you desire. <3

As Nurse, you are the protective of the town, however, you also have the roleblocking ability. Therefore, ideally you should try to go on suspected Paranoiac over suspected Parity Cop, as if doing the latter, they will end up without any power regardless.

Mafia roles in this setup are the Cat, Con Man and Hitman. Con man exists to thwart the Parity Cop's check, relying on a bit of scumreading rather than blind checks from town, and allowing some misdirection to be gained for mafia. Hitman is simple, a semi-counter to paranioac, and a way to kill off those pesky PRs during the day. HM shot is ideally left for either a PR claim or a last ditch sinking ship of a vote.

The role of Cat is for the furries. It helps with misdirection in the setup, making it so that town may be unable to read a player as well as they should. This can be useful to cat a sus player or a fellow mafia.

## Trivia

- A quiz was created to "determine" which fruit you are from this game, avaliable here.

- This setup was devised by polybius1201 due to seeing the role Fruit Vendor.
Paranoid 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 "sided with the Mafia", regardless of the target’s actual alignment*
>
>

## Paranoid Cop

### Choice

Night

**Paranoid Cop** is a role that can visit a player each night, receiving a report the following day stating that the chosen player is 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 Paranoid Cop. Other players will also not know when the Paranoid Cop has died, because it appears as a regular Cop upon death as well.

Each night, the Paranoid Cop may visit a player and learn their alignment, between Mafia and Not Mafia. However, the Paranoid Cop's report will always say that their target is Mafia. The Paranoid Cop is often used to make early red reports unreliable, making players wonder whether a player is a real Cop or a Paranoid Cop.

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

Paranoid Cop's reports have one complication in Fixer. When a player has been fixed, they will appear as blue to any Cop, including Paranoid. This gives the Paranoid Cop a goal to find not only their own sanity but to then scour for mafia members being fixed and appearing blue. This is put to great effect in the setup Pair o' Fixers, where the mafia have another trick up their sleeve in redirecting a fix to an unsuspecting townie.

While Paranoid Cop often serves as a nerf to Cop, it is still powerful as a claimable town role which will eventually be able to be confirmed town if not counterclaimed by mafia. This does not apply in hidden or closed setups and applies less in semi-open setups.

Paranoid Cop is rarely used in hidden setups as it feels unfair to lose two of town's miscondemns through making the assumption that the Cop's report is real and otherwise the Cop claim is mafia.
Cultafia

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### Code

Copy to clipboard 321a1b93a2b1596417104a7b44a1b42a1b1596390851a1b1553924852a1b90a1

321a1b93a2b1596417104a7b44a1b42a1b1596390851a1b1553924852a1b90a1

Listen up kids, heres how to play the most bastard setup on the site:

### Town Roles

Bishop, Delinquent (x7), Psychiatrist, Shogun, Wiretapper

## Description

A very swingy and conversion-heavy setup featuring Cult, Yak, Wiretapper, and more chaotic roles. The combination of a converting mafia, Thorne, and a small Cult allows for dangerous cult situations which town must work to prevent.

## Gameplay and Roles

### Cult

You try to blend in with Town and convert those who are onto you. If you are converted, think about why you might be converted. You must discreetly adapt your strategy to your altered win condition.

### Cult Leader

You must try convert Yak/Mafia as quick as possible. There's two of you so you get an extra chance. One leader may want to sacrifice by outing on Day 1 to get the Yakuza to convert them. This might be beneficial to get Thorne on your side too. However, be careful since Town will pick up on this and try to condemn you. Make sure your Cult know you are the Leaders, so they can shield you from suspicion.

### Yakuza/Converted Mafia

Mafia is the hardest role to play in this setup. You need to convince the cult to convert you, otherwise your chances of surviving to f2 are limited.

### Bishop

You are the investigative of this setup. Your main focus is Heresy. Pay attention to your H-check's behavior, there may be useful info. Wrath checks are Yak/Mafia or Thorne. Be careful whether you are outing a Town-Thorne. The best play is to be discreet.

### Psychiatrist

You are the protective of this setup. Your priority is to prevent Yak from creating an unkillable Cult by converting CL. Try to predict who the Cult will convert rather than saving yourself every night.

### Shogun

You are the vigi of this setup. You could claim d1 to confirm yourself, but that's no fun. Good Shoguns will soft Yak/Mafia to try get Cult convert them. However, they must not do it so much that they get condemned. Shogun is a good claim for mafia who try to soft themselves to Cult, so be prepared for a potential CC battle.

### Delinquent

You are Vanilla Town. You must ask "why is delinquent in this setup?" on D1.

### Thorne

Read above for who you fit. The world's your oyster!
Dude, Where's My Vest

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### Code

Copy to clipboard 1538276587a1b5a9b1540004252a1b1558467454a1b1553863028a1b1587533794a2b200a3b55a1

1538276587a1b5a9b1540004252a1b1558467454a1b1553863028a1b1587533794a2b200a3b55a1

### Town Roles

Bulletproof (x9), Handyman, Vash (x3), Veteran

### Mafia Roles

Busboy, Hitman, Saboteur, Understudy (x2)

## Description

2 sets of interactions largely run the setup.

1. Mafia can effectively lose if 3 of their members are lynched, losing their KP for nearly half of nights. (This is, practically, virtually impossible to occur so early as to ruin a game.) If the original Sabo is lynched, mafia is likely to lose a kill that night, discouraging bussing the Sabo.
2. Hitman/Vash interactions.

## Optimal Play

Saboteur needs to be on the mafia night kill to be able to hit a BP through their vest. The only scenario where a Saboteur does not want to be on the night kill is when they believe the Veteran is the kill target.

Hitman can seek to shoot very early, but is more likely to hit a vested target due to less info (soft confirming them or forcing a cc war if they're believed to be shot). If hitman shoots early and is vashed, hitman might also be outed relatively easily. Alternatively, hitman can attempt to be vashed and claim pierced BP. This runs the risk of backfiring if he did actually shoot a BP. Hitman shooting and being bussed opens up bussing the hitman for a second gun through understudy, but runs the risk of losing kill potential if the original sabo is lynched.

Handyman can act as a doctor by fixing vests the night sabo breaks them, and mafia kills. Handyman has priority over Saboteur in these scenarios.
One Night Stand

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### Code

Copy to clipboard 31a1b1587533794a1b200a1b57a6b60a1b69a1b86a1b38a1b49a1b1565316812a1b58a1

31a1b1587533794a1b200a1b57a6b60a1b69a1b86a1b38a1b49a1b1565316812a1b58a1

### Town Roles

Medic, Parity Cop, Suspect, Vanilla Cop, Vash, Villager (x6), Virgin

## Description

There are a lot of fun interactions here.

Firstly, *Hooker/Virgin*. The Virgin can choose to get condemned early in the game to ensure early checks for the 2 cops. Or they can play riskier and potentially bait a marksman shot. However, if Hooker hooks the Virgin, they lose their powers.

Next interaction is *Vanilla Cop*. Vanilla Cop can out the PRs/Mafia but also confirm villagers. This forces the mafia to claim PR's if checked. However, if *Suspect* is checked they can get unfairly condemned as they claimed villager but not a vanilla role! Vanilla Cop can also find *Con Man* and can confirm a Con Man kill when they flip villager.

*Vash* also has a little but fun interaction with *Marksman* and *Understudy* (if Marksman dies early). They can steal their bullet and the Marksman doesn't know it. When the Marks wants to shoot, he shoots and no one has died! Then Vash can just reveal the shooter. However this means Marksman dies and Understudy can easily convert.

*Parity Cop* is here to also find Hooker/Marksman/Understudy but if Con Man dies Day 1 for example (no town will know), then Understudy could convert to Con Man, making it impossible for him to be found by Parity Cop.

*Understudy* is probably the most interesting role here. It has so many options for conversion. Whether a Day 1 or Day 2 bus on Marksman to get that second gun, an early death on Con Man and converting into him for massive confusion, or just going Hooker. All roles can be very beneficial endgame.

Key for winning as town is to get the Con Man or Understudy condemned as soon as possible as they are very strong here. Mafias main key is to bus the Marksmen to get another gun in their hands but hope the Marksman doesn't shoot the player who is potentially bussing.
Example user

Example User picture

I like kittens, videogames, and mafia! I am a super cool guy with 2 whole friends! My favorite food is pizza. (example, you can make it like any other bio)

## Accomplishments

I won as mafia one time when I thought I totally wouldn't have. (example, can put anything you think is cool that you have done in mafia)

## Favorite Roles

I really like Villager because all the power is in your words, and not anything superficial like other roles. (example, can put any role(s) that you particularly like)

## Favorite Setups

My favorite is the vanilla setup: 1 Cop, 1 Doc, 3 Villager, 1 Mafia. i think it's great because this was the way the game was meant to be played when it was invented. (example, can add any setup(s) that you particularly like)

## Source code copy

**Copy the below text to have everything already formatted. Click the three bars in the top right of the editor and select "Source Editor", and paste there.**

```
== Bio ==

== Accomplishments ==

lorem ipsum dolor sit amet

== Favorite Roles ==

lorem ipsum dolor sit amet

== Favorite Setups ==

lorem ipsum dolor sit amet

```
How To Murder People Effectively (how 2 play as maafia)

So, you like playing mafia, but OH GOD whenever you play as mafia, people know instantly. Here's how to change that.

1. STOP AFKING / COASTING.

Please.

2. Add to the conversation

Whenever people are talking about the vote or anything similar, add to whatever they're saying. Give information about the logs, the setup, anything really. Just try to look as town as possible. (avoid giving very obvious info cause that's dumb.)

3. Follow the vote (but don't bandwagon)

When town in voting your partner, and it's a clear that your partner will die either way, vote them. If your partner is outted from a condemn (ex: oracle, cc'd role died) push them first. Always. No matter how important your partner's role is, if they're getting voted, either try to switch the vote to someone else ( or yourself by being sus ) early on, or vote them. A word of warning, dont hop on someone else's vote too early. Ever.

4. Try to pair with a town

Try to get a clear from a town by acting town. Do this by clearing another town (by messaging patterns).

5. Claim a fake role early

When you know you're going to need to claim a role next day, no matter what, ALWAYS \*try\* claim first. And please inform your teammates of the role you'll be claiming to avoid cc's among mafia

6. Take notes

At night, write down notes that work for all pr's in game. (i.e. Don't write a dead person's name after they died). This makes it way easier to fake notes fast. And as a side note, add a little flair to every name you write so it looks like you just wanted to have fun with the names, just don't make it confusing. (ex. DirtBiscuit - Dirty Boi) this adds more reinforcement to the fact that you are infact the pr who was just bored at night and not a mafia panic typing notes.

I hope this helps,

Sincerely,

That one guy who plays mafia.
Pie E7

<- Back to Setups

7a1b75a1b57a3b12a1b69a1

## Description

This is a more balanced version of Classic that prevents Cop from claiming day one and leading the game.

## Optimal Play

Cop should *always* claim day 2 unless they're pushed day 1 and *need* to claim. Doctor should claim when they want to, though obviously it's not recommended to claim on day 1. You should generally avoid bussing day 1 as mafia, because if you don't kill cop on the following night, the game is probably going to be auto for town. If cop is alive on day 2, the basic mafia should counterclaim.
Patsy

## Mechanics

The Patsy is a role that sees themselves as a Villager. Their identity is revealed to all Mafia-aligned players at the start of the game. They also appear as sided with the mafia.

## Gameplay

The Patsy dosen't really have any gameplay unique from a Villager.

## Interactions

Mafia-aligned players will normally treat the Patsy as a confirmed not-power role. As such, if the Patsy claims a power role, the Mafia will know that it is a fake claim. This role also shows up as a false red to Cop, though it is not a false red on death. As such, the Mafia can also push the Patsy as a fake Cop because they know that the Patsy will claim Villager and not a power role, since the Patsy will appear as sided. The Patsy can also act like a safe kill in a setup with Bombs, Brusiers, Bulletproofs, Grandmas, Nervous Sleepers, Revenants or Veterans when the Mafia is one kill away from victory. Patsys are also sometimes helpful for signalling to non-meeting mafia members, since the Patsy is revealed to ALL Mafia-aligned players.

## Trivia

* If a Thorne converts into a Patsy, it will be revealed to the Mafia.
Information Starvation

95a1b75a2b1600386374a1b32a8

### Warning:

This is a setup with extraneous rules. Double check the non-default settings and rules section to make sure the game runs properly.

## Description

This setup is all about the information given by the host-selected Merlin. The only way to gather information is by asking merlin questions. This can be played with less players, but the less players the more challenging it is for town.

## Rules

In this setup, **there are multiple rules that must be followed.** The mentioned rules are:

- Merlin is the overseer. The overseer's responsibility is to be truthful and observant, telling the players which questions they are and are not able to answer. Merlin must vote no one or abstain from voting.

- Nightkilling the Merlin results in an instant loss for Mafia.

- You can ask 2 questions from overseer per game. The questions may be anything game-related that does not explicitly call out any mafia.

- You can't ask questions that cover both mafia, and you can't clear more than 3 people at a time

- Only yes or no questions may be asked. Exactly 3 names must be mentioned per question (Merlin and dead players not eligible).

- You can only ask questions until 5 people remain (including merlin)

## Optimal Play

Merlin outs instantly. Millers work with each other to craft a good question to ask merlin. Mafia can either fake fool, waste questions or be as towny as possible. Fool does normal fool things and tries to incriminate themselves using Merlin's vague answers.

(thanks to all the playtesters)
Hushers and Rushers

## CURRENTLY IN PROGRESS NOT EXACT

This is a setup created by Sir\_Isaac\_Newton it is currently a meme setup. But I really think its cool so I added a page :D

## Hushers And Rushers

### Code

Copy to clipboard 7a1b49a2b57a4b27a1b1609987970a1b12a1b1575667373a1b1577500425a1b24a1b83a1b98a1b1553337595a1b1576088848a1b1609898885a1

7a1b49a2b57a4b27a1b1609987970a1b12a1b1575667373a1b1577500425a1b24a1b83a1b98a1b1553337595a1b1576088848a1b1609898885a1

### Town Roles

Candle, Cop, Doctor, Jack, Jailer, Pollster, Prosecutor, Suspect x2, Villager x4

### Creator

Sir\_Isaac\_Newton

Basically it's a meme setup that is all about roles that hush others and roles that shorten day.

***EXTRA THINGS TO CHANGE***

These settings are recommended, but not required:

4 min day is good with 1 min or 2 min night

2/3 Majority

Any deck (I prefer None)

PAGE ORIGINALLY CREATED BY ALPHA\_WOLF
CSPAN

<- Back to Setups

11a1b17a1b98a1b92a1b5a1

Two-step wincon extremely condensed

*Deep down, we all know where we stand.*

## Description

An extremely condensed setup featuring a two-stage wincon for town that changes substantially in execution depending on who dies night 1. The setup is inherently WIFOM-heavy because of how each role wants things to progress.

## Play

If the Governor dies night 1, the Detective and Bulletproof must work together to make sure the Overlord is condemned, and the Bulletproof taking the Killer's shot instead of the Detective. This may lead to them fakeclaiming each other, or further. The Overlord's job is to get the Killer dead at any point before themselves. The Killer gets anyone condemned, before not shooting the Bulletproof.

If the Detective dies night 1, the same gameplan plays out except for how the Governor's overturn is now a powerful tool for Town, instead of the Detective's investigation.

If the Bulletproof is shot night 1, the Town must condemn the Overlord then Killer among a larger player pool, but without the Bulletproof needing to tank a shot anymore.

If the Overlord dies night 1, the Killer must counterclaim a Town role and convince the Governor to overturn to a Town, before not shooting the Bulletproof. The most likely claim option for this is to claim Bulletproof. The Town must decide between the two, or make the Killer unlikely to shoot correctly post-vote.

The Killer cannot die night 1.
Mega Objects Battle Official Wiki

**Welcome to the Mega Objects Battle Official Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
How to Save and Rewatch Mafia.gg Games

### Introduction

Sometimes you may want to save your favourite games of mafia.gg after playing them. Maybe the Governor overturned to you as the Bulletproof, or maybe you were an ascetic JOAT. This guide will show you how.

Note: This is meant for Windows 10 and may be different on other platforms.

### Steps:

1.     Using the top bar, navigate to the first page you want to save.

2.     Next, open File Explorer and create a new folder where you want to save the game.

3.     Going Back to the mafia.gg webpage, press Ctrl-S to save the webpage and save it in the folder. Before clicking “Save”, rename the file to the specific day or night you saved. In the example, the “PRE-GAME” page was saved, so the file is named “PRE-GAME”.

4.     Repeat this step for each day the game was played. For example, if a mafia game was played for 4 days, you would need to save “Day 1”, “Night 1”, “Day 2”, and so on.

5.     Once all of the files are saved, it should look something like this:

6.     Now you can revisit your favourite mafia games whenever you want. Simply open the HTML document to view the desired day. You can also share this folder with others who also wish to see the game. Make sure you share the main folder, however, so every day is viewable.
Goof

> Will not receive any items
>
>

**Goof** is a basic town role that will not receive any item given to them or (in the case of Detonator) placed on them. Goof functions identically to a Villager in every other respect. Goof functions as a self-aware version of the Buffoon.

## Mechanics

If a Goof were to get an item from any player in any way, they do not. For example, if an Arms Dealer visits a Goof at night, the Goof receives no gun.

## Interactions

* Goofs cannot be blown up by TNT.
* Goofs cannot be passed an Immunity Idol at night.
* Goofs cannot be saved by Armorer.

## In Setups

Goof is primarily used for three main reasons: as a self-aware negative utility role in a setup like Delinquent, as a named town role in a setup to be used as a claimable Villager, or as a replacement for Villagers to help make another role self-aware. An example of the first reason would be a setup with Fruit Vendor as the investigative role and a majority of the mafia being Klutz. Like how Delinquent fools Cop, Goof fools the Fruit Vendor. Buffoon is used more than Goof for this reason in the same way that Suspect is used more than Delinquent: mafia can claim a role that appears as mafia to the setup's investigative role in order to appear town, while if that same role wasn't aware of their true role, mafia wouldn't be able to claim it. An example of the second reason for using Goof is the setup Named Townies. Here, Goof is just a named town role that can help town determine the setup. Other than that, it functions identically to a Villager. An example of the third reason would be the setup ABC. Here, Goof is used to make the Announcer self-aware, because Announcer sees self as Villager. However, with the introduction of Emcee, Goof's existence in this setup is no longer necessary, but helps the setup fill its name. Currently, Goof would be better used to make roles that have no self-aware counterpart become self-aware. These roles include the likes of Rogue, Ghost, and several others.

Item-giving roles with limited amounts of visits do not waste their action if they give to a Goof. For example, if a Fortune Teller or Weaver gives their Crystal Ball/Dreamcatcher to a Goof, the Goof will not receive it and the Fortune Teller or Weaver will be able to give out their item again the next night. This interaction allows these two roles to potenitally be used as investigative roles, to learn whether or not a player is a Goof. Tailor can do the same thing, but they must first give out a Suit to a non-Goof target before this interaction can take place, as if they give their first Suit to a Goof they wouldn't be aware that they did.

Goof is also occasionally used as an actual power role. For instance, some setups may use Goof as a role that knows they cannot receive a Suit, or that cannot be blown up by Detonator.

## Trivia

During updates where players start with items like Party Poppers or Magic 8 Balls, Goofs will not receive such items at the start of the game. This may ruin some setups during that period of time, but may also inspire others.
Mafia.gg Memes

**"Does not attend the mafia night meeting"** - This is a meme added to roles in role-crafting which are added to roles which are non mafia-aligned; therefore this line is unnecessary and adds comedic value.

**"Suspect Fruit Vendor"** - A meme role: Each Night May Give A Player A Fruit; If they ever give a fruit to a mafia member, the Suspect fruit Vendor will die.

**"The 'Me' Setup"** - A setup containing one Loser

**"Villy Killy"** - The publics tendency to speedlaunch any Villager claims into space without a helmet

**"'6'-'X' Man Conplan"** - Any expanded version of 5MCP which isn't serious and often just adds a bunch of random 3ps, most often lover

**"DA good role"** - A phrase said due to Defense Attorney being a bad and not very used role hoping to give Defense Attorney some love

**"Annoguard"** - The awful Combination of Announcer and Luckyguard

**"Indig"** - A role that sees self as villager and has something happen on day 4

**"Nant"** - Knife

**"Reflexive Lightning Rod"** - A role that redirects all of their visitors to themselves, essentially doing nothing

**"NC for Jailer"** - Not a meme, just a good idea

**"All Killers"** - The best setup; easily shrunken and expanded and also easy to remember

**"Add <Role>"** - A demand screamed in the pre-game of lobbies; often referring to role such as Cult, Jailer, or Quack, in all caps and followed by no less than seven exclamation marks and possibly a few question marks thrown into the mix

**"SSAV"** - A very powerful addition to a role, short for Sees Self as Villager

**"Proper Formatting"** - Something this page hates to do and automatically makes it how you don't want

**"Unknown"** - A role that wasn't intended to be a role, but got added to the role count and is now a meme. The role that appears to players in hidden. Certain people are looking to add this elusive role to the setup list, but sadly, there is no known method.

**"General-2"** - Role-crafting, but now also a thread in role-crafting. Has quality over quantity compared to general

**"Mafia.gg Fans Be Like"** A video made by InnocentL mentioning memey behaviors portrayed by known and some minor players in a meme format https://youtu.be/tfAo6rhgrLE

**"General-3"** - Highlights Channel in Discord
Power Role Symmetry

<-- Back to Setups

## Description

### Code

Copy to clipboard 1567786474a1b5a1b1572568017a1b36a1b47a1b57a6b1538276587a1b1558930946a1b1587533794a1b1580928590a1

1567786474a1b5a1b1572568017a1b36a1b47a1b57a6b1538276587a1b1558930946a1b1587533794a1b1580928590a1

### Town Roles

Agoraphobe, Bulletproof, Nervous Sleeper, Oracle, Soloman, Villager x 6

### Creator

Shellychan

This setup is focused on how normal nightkills on TPRs is not be the optimal strategy and how the TPRs work symmetrically and have symmetrical vulnerabilities to Hitman/Strongman. This encourages dayplay of roleswapping or a vague PR claim to waste the mafia PR abilities.

Name describes how Bulletproof/Nervous Sleeper are vulnerable in a symmetrical fashion and Agora needs to avoid scum power usage but Oracle needs to bait it in a similar way.

## Optimal Play

### Townplay

Roleswapping and baits (such as Bulletproof baiting a hitman shot) are the cores of a town win in this setup, so Town PRs should ideally put more effort to seem town, therefore the roleswap will not be mistaken as a scum counterclaim. Vague PR claims may draw an incorrect scum PR usage but will be seen as more suspect.

Agoraphobe should try their best to avoid a hitman or strongman usage but try and bait the regular nightkill. On the flip side, Oracle should try to bait kills and ideally, the hitman shot/strongman usage in order to reveal a confirmed town or mafia as a 1-shot cop. Bulletproof and Nervous Sleeper both are damaging to mafia if nightkilled; but Bulletproof can be strongmanned to death and NS can be shot by Hitman. Soloman can deceive mafia into believing their usage of powers was successful by picking any town PR, and should try to attract the nightkill by a vague PR claim.

### Scumplay

As there will be some vague PR claims, counterclaiming PRs and confusing the town can be a successful strategy. Hunting for PRs and using Hitman/Strongman correctly is integral to combating town power.

Hitman can shoot Nervous Sleeper to avoid one of their members dying alongside NS, or shoot Agoraphobe since Agora cannot be directly killed at night. The Strongman usage can pierce the Bulletproof's vest and also kill Agoraphobe. Understudy can convert to a dead Hitman/Strongman to get an extra gun/kill strengthen. Wannabe should try to identify and help the rest of the scumteam.
Semi-open Setup List

This is a list of semi-open setups: games where the setup is hidden but the host reveals the algorithm which will be used to determine the setup. An example would be a setup where the host states that either setup A or setup B will be chosen. Only those with a unique role know which it is, until the game progresses. The methods used to determine the setups are completely known, which allows them to be listed here and ran by anyone.

## Tested Setups

 9
 12

## (Relatively) Untested Setups

For easier adding of setups without the need of as much playtesting.

### Pageless Setups

For easier adding of setups without the need of a long description, or as much playtesting

### Extraneous Rules Setups

Setups requiring some level of co-operation between the host and the players.

 7-11-15