VIP

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> *I hear they burn for murder. Well, they say it just takes a second to die.*
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### Code

Copy to clipboard 1567786474a1b7a1b1559319559a1b69a1b86a1b31a1b1581354568a1b1541480746a1b1580879842a1b57a6b1572486115a1

1567786474a1b7a1b1559319559a1b69a1b86a1b31a1b1581354568a1b1541480746a1b1580879842a1b57a6b1572486115a1

Town is heavily penalized for failing to protect the VIP.

### Town Roles

Agoraphobe, Cop, Martyr, Medic, Secret Service, Speaker, Villager (x6)

## Description

The game starts off as a relatively simple (and quite town-sided) RR On setup, but then transitions to a (scum-sided) RR Off setup following the death of the Speaker. While RR is on, town is typically rewarded for successful fakeclaims. When RR is turned off, town should be more open about their roles to make up for the lack of death reveals.

## Optimal play

Town should prolong the death of the Speaker for as long as possible, at least until MYLO. Once MYLO has been reached, it will be evident whether mafia has been condemned or not.

Mafia will try and neutralize Cop and/or Speaker early as their win condition. If mafia fails to do either, then the lack of lying roles will quickly lead to mafia's loss.

Once Speaker is dead, ability to play an RR Off setup becomes critical.

### Agoraphobe

Agoraphobe should try to visit mafia as usual. When pressured to claim early, it is typically better to claim Speaker in an attempt to bait the mafia night kill. Claiming Agoraphobe while Hooker is alive can lead to a hook and kill to bypass the Agoraphobe's innate protection.

### Cop

Cop should \*not\* soft visits since mafia can easily figure out whether cop softs are real cop due to Mole. Once Cop is hooked then Cop should claim with their current results since mafia would know they hooked Cop and hook Cop for the rest of the game. Cop checks should also be a bit different from usual since a common mafia strategy is to kill the previous night's Cop visit due to Mole.

However, Mole can be used to Cop's advantage as well. A viable strategy as Cop is to only ever give fake notes if there are other people also claiming Cop, which confuses mafia and typically makes them less likely to hook a Cop claim that does not correlate with the Mole notes. Additionally, since Mole will know the Cop visit the day of, both Cop and Mole can play around that information on the day of to potentially generate some useful information.

### Medic

Protect Speaker to maximize information gained from deaths in the early game. Once it's MYLO, then Speaker drops in importance for everyone, and Cop should be prioritized.

### Secret Service

Protect Speaker to maximize information gained from deaths in the early game. Once it's MYLO, then Speaker drops in importance for everyone, and Cop should be prioritized.

### Speaker

Avoid being killed to the best of your ability. Speaker's survival is highly correlated with town's ability to win.

### Mafia

Mafia need to hunt Speaker and/or Cop to have a sufficient win condition against a semi-competent town. Never allow go down without generating info for scum team.

### Graverobber

Can take Marksman's gun if they choose not to shoot before dying.

### Hooker

While Mole is alive, Hooker is able to determine whether Cop was hooked the previous night. Hooker can also hook the night kill to prevent any Agoraphobe shenanigans.

### Marksman

Should play to generate as much information for scum team as possible. While Graverobber is still alive, Marksman has the luxury of not shooting to avoid shooting potential scum, and transforming the Graverobber into a de-facto Hitman. If Marksman is the last remaining mafia, then Marksman probably misplayed relatively.

### Mole

With the knowledge of Cop's visit the previous night, the Mole should pay attention to interactions involving that player since Cop may slip via an interaction, or consistent lack thereof.

## VIP μ

### Code

Copy to clipboard 7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4

7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4

Smaller version of VIP.

### Creator

Xinde

9-player variant with focus on core Speaker, Cop-Mole interactions.