recursal/Fanatic-Fandom huggingface dataset:
Protections

Protections are actions that prevent a target from dying to a kill on that night. Each protection will only prevent from one kill, so multiple kills against a target in the same night will triumph over a single protection. When a protection is successful, no information is gained other than a person not dying. It can often be assumed that a protection prevented a kill when nobody died overnight.

The amount of kills that have to be prevented for a target to be saved is known as kill power. If the kill power exceeds the number of protections, the target dies. Some roles can increase kill power despite having only one kill, such as the Strongman, who has 15000 kill power.

Roles that can protect are known as Protectives. Some common protectives include Doctor, Nurse, Medic, and Bodyguard.

## Use & power

Protectives can vary in power depending on the setup. A weak protective such as the Medic can lightly balance the game in favor of the town, while a protective like the Bodyguard, who kills a mafia upon successful protection, is a much stronger force and is often used in much larger games.

Protectives are at their strongest when they are protecting something. A protective's main power is often not that it can prevent kills, but that it can make the mafia avoid trying to kill specific players entirely. This is most common when a protective is protecting an Investigative. When an investigative can be unhindered in claiming and being protective, this is known as Follow the Cop, and is generally something to avoid in setup design. Roles like Hooker and Strongman exist to prevent Follow the Cop.

Two protectives protecting each other is also a breaking strategy, since the mafia have no way to kill either of them without some other interference.

## Trivia

During some months after the game's release, the Medic was the most popular protective role to put in a setup. As such, players would often be congratulating the Medic on getting a save. This was present enough that it is a common joke to congratulate the medic when no deaths occurred overnight, even when it is impossible for the Medic to have made a save (such as when none is in the setup).
Doctor Franklin

"Life is never meant to end. Rather it is meant to start over."

-Doctor Franklin

## Description

Doctor Franklin is an A.A.H.W scientist and the creator of the Z-21 Virus. He serves as the main antagonist of the game.

## In-Game

Doctor Franklin is seen conducting experiments with Z-21 on grunts in the introduction. After one reanimates, Franklin calls in Head Researcher O'Donald to confirm the experiment's success. Once O'Donald sees the reanimated grunt, he threatens to have him executed, which results in his death. Franklin does not make another physical appearance until the end of the game. He slows down the player with tesla gates and other hazards until you finally confront and kill him.
Memes

### Code

Copy to clipboard 1567787886a1b51a2b106a1b1573101280a1b24a1b97a1b1577500425a1b68

1567787886a1b51a2b106a1b1573101280a1b24a1b97a1b1577500425a1b68

A horrific amalgamation of roles. Time to game.

## Optimal Play

All town roles are self confirmable, but will get counterclaimed by Traitor and Jester anyways. Corruptor uses Night 2 on a non-Crier while the party is happening.
Deal me love

1597889202a1b15a1b8a1b322a1b99a1b19a1b97a1b1596337363a1

Something to look forward to every day.

## Description

Third parties with conflicting interests clash with items that can turn the tide.

## Optimal Play

Lover reveals their identity to the Agent, who will then confirm them.

The Arms Dealer should give to other item dealers, as they will almost always be the real thing.

Blade Master plays the same.

Electrician is used as an investigative. Tase somebody, then wait for the next day to happen.

Fortune Teller's ball takes a few days to set up, so giving early is a must.

Jester aims to get weapons used on them.

The Impostor lays low and prays that a mass RR doesn't happen.
Operation Overlord

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### Code

Copy to clipboard 57a5b32a1b69a1b31a1b75a1b86a1b322a1b29a1b92a1b62a1b1565316812a1

57a5b32a1b69a1b31a1b75a1b86a1b322a1b29a1b92a1b62a1b1565316812a1

not useless anymore

### Town Roles

Agent, Mason, Medic, Miller, Vanilla Cop, Villager (x5)

## Description

Agent and Overlord interacting in this setup provides a unique use for both roles not found in other setups. The dynamic between Agent, Mason, Overlord, and Quack provides the foundation of this setup and its gameplay.

## Optimal Play

Agent tells Overlord who they are day 1 so the Overlord knows a confirmed town. Ideally, the Agent tries to figure out who the Overlord is and give that hint to the masons. Regardless of whether the Overlord or the Agent is converted first.

Masons are motivated to convert Overlord for both the reason of telling them who the Agent is, and getting rid of Overlord.

Marksman would likely shoot some sort of confirmed town, such as Vanilla Cop or a mason claim.

Hooker helps prevent mason from coming out day 1 and can potentially hinder Vanilla Cop or Medic.

Quack is in the setup to prevent Overlord from outright claiming and confirming themselves with Agent d1.

## Trivia

Made after a discussion around Agent being supposedly useless in setups.
Example Setup

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7a1b12a1b75a2b57a3

A cc-heavy setup that gives the mafia the win the moment a miscondemn occurs

## Description

This is the Classic setup, a well-known setup where the mafia are forced to learn how to counterclaim cop day 1. If the town is left alone, the cop can claim and doc be on them in peace, almost always resulting in a town win. This is known as Follow the Cop.

## Optimal play

Due to it being MYLO d1, it is very beneficial to mafia to be able to claim Cop, and even to bus while doing so. On the second day, the second mafia will likely cc Doctor as well.

## 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. Details may be edited via clicking the Infobox, where Third-Parties, Non-Default Settings, and Creator lines may be added, and other lines changed.**

```

            == Description ==
            lorem ipsum dolor sit amet

            == Optimal play ==
            lorem ipsum dolor sit amet

            == Trivia ==
            lorem ipsum dolor sit amet

```
Hydra

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### Code

Copy to clipboard 1599674667a1b1611988688a1b1559001189a1b36a1b1610848791a1b10a1b1588642540a7b1587533794a3

1599674667a1b1611988688a1b1559001189a1b36a1b1610848791a1b10a1b1588642540a7b1587533794a3

### Town Roles

Fall Guy, Guardian, Oracle, Profiler, Rifleman, Saint (x7)

### Creator

Jeteon

> Confidence is like a dragon where, for every head cut off, two more heads grow back.
>
>

## Description

A setup based around the extra ratio power of Don and what happens if Don dies and understudies convert. When you kill 1 don, 3 more will take its place.
This setup has the interesting scenario where voting off 1 mafia can put mafia at an advantage and encourages bussing a specific role. The difference between this setup and other bussing/understudy setups is that mafia can delay bussing don. Most other setups encourages bussing earlier for increased killpower but that is not the case with Don as the ratio power can be utilized at any time.
If saint has no saves and rifle shoots town, town only has 2 miscondemns which means that mafia can win if town plays poorly for days 1 2 and 3. One of these miscondemns can be substituted for Don as this maintains mafia's advantage with the conversion of understudies and improves it to 6 and allowing mafia to win at Final 10.

## Optimal Play

The basic claim in the setup is saint and if even one saint makes a successful save, town earns itself another miscondemn. Saint can go on a guardian and guardian can act as special PR that can absorb any bullet while also guaranteeing the safety of any other town member. Guardian can out early in case of miscondemns and receive the saint to stretch out the most use of the powers. Guardian's main objective is to keep profiler alive to give town as much info as possible.

Profiler's job is to provide information to town. They have to options for how to approach their choices for night investigations. The first and simplest is locating saints, grouping the town into 2 categories of saint or non-saint ie pr and mafia. If profiler does this, it is important to remember that fall guy does exist and will be a false check for them and mafia can use this information of fall guy being known to all mafia to trick profiler into checking them. The second is locating understudies. This is only really viable if no mafia has died yet. Finding non-understudies can sometimes be very useful as this in situations where condemning don is just as bad as condemning town, you will want to avoid them even if they are mafia. Late game notes of profiler checks, no matter their checks can prove very invaluable.

Mafia are in the unique position of being in a scenario where town must be constantly right or suffer the consequences. If all understudies are alive, condeming Don can almost act as a miscondemn because Bussing don early on is a viable strategy, but it is probably the most expected strategy so mafia have to beware of doing it to obviously. Mafia's only power in this game is this power ratio and have to make the best use of it.
My Friend The Killer

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My Friend The Killer is a setup that gives Killer a partner in crime by tampering with the win conditions using extraneous rules.

### Non-Default Settings

Informed Daystart. Extra Rules: 1. If the Agent survives; the Killer wins with town 2. If the Agent dies; the Agent wins with Killer

## Description

My Friend The Killer is an extraneous-rules setup where Killer and Agent are on the same team and have to cooperate with Town unless the Agent dies. To do so the players have to agree to follow these 2 rules:

1. If the Agent survives; the Killer wins with town
2. If the Agent dies; the Agent wins with Killer

## Optimal play

Jekyll+Agent+Killer F3:

While it might be tempting for the Agent and Killer to vote out Jekyll here, doing so will make the Killer "win." However, since Killer wins with town while Agent is alive, that will result in a draw. Instead vote out the Agent so all the F3 players+Don can win.

Medic

The Medic should try to protect the Agent as not only are they a named Town, the town will also lose the loyalty of the Killer. The Medic should also be hesitant to protect Killer as they are not guaranteed to be town while alive.

Revenant

The Revenants should try to bait the nightkill away from the Medic and Agent. They should use their judgement in deciding if Killer needs to be tossed.

Agent

Agent should try to stay alive as long as possible unless they are in the final 3 with Killer. In the case the Agent does die, the longer they are alive the longer town will not be directly against Killer. If they are in the final 3 with Killer, their death will win then the game. The Agent should inform the Killer of their identity and try to get Killer to signal to them.

Killer

Killer should try to avoid outing with mafia alive unless they are at risk of being condemned or if it is CYLO and both Mafia are claiming Agent and Killer. Even then, it is still better for Killer to claim Agent as Agent will not CC the Killer if they signaled. If both mafia are dead and Agent is alive, Killer should claim immediately to joint for the town win (it is highly encouraged for etiquette reasons to not go the "Agent and I betray town" route unless it is F3).

Jekyll

Agent is Alive: Jekyll should always be on Don (unless Don gets condemned then you can plan for a Medic CC if necessary) and should generally be the one to be bussed and the one to CC Medic if need be. Jekyll should generally try to stay alive, though, as if they die then Don is at risk from Killer.

Agent is Dead: Try to joint with Killer. This is way trickier to do with solo Don than from solo Jekyll due to the Revenants and Killer needing to be in F2, so keep this in mind and decide based on the situation.

Don

Don can bus Jekyll for town credit however, this will put them at risk of Killer if they are still alive. Don may also try to get themselves condemned to gain the Killers loyalty if the Agent is dead.

Stooge

The optimal play for-

Wait, what do you mean there's no stooge in this setup? How is mafia going to tell which Villagers are Martyr?

WHAT?!? There's no Martyr either?! I thought this was made by Rover.
Drunken Ones Don't Speak

1567786474a1b1609987970a1b1547802152a1b14a5b98a1b56a1

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## Optimal play

Agoraphobe: Soft Vigilante to bait the killer and mafia kills. Make sure you hide behind someone who seems like they're going to live.

Drunk: Take notes of your roleblocks to try and figure out who the 4 killers are. Remember that the mafia cannot be stopped from getting a kill unless one of them have died.

Vigilante: Kill every night. You'll need to be able to counter the killer and the mafia.

Killer: Fakeclaim Drunk and try to live as long as possible. You may be able to team with the mafia during f4 or f3.

Cat: Try to hit drunks to restrict their ability to talk and show notes.

Contingency planner: NK night 1 to get a gun to use in f5 / f4.
Dreams Never Come True

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*We say "sweet dreams" as we rest our head in our beds every night. But the only thing dreams serve as are distractions. Distractions from the screams that pierce the night sky. Screams already forgotten.*

## Dreams Never Come True

### Code

Copy to clipboard 59a1b1553863028a1b45a3b1568391955a2b28a1b1596418309a1

59a1b1553863028a1b45a3b1568391955a2b28a1b1596418309a1

Visits hold vast information

### Town Roles

Announcer, Buffoon, Sleepwalker (x3), Weaver (x2)

## Description

This setup is scumread-oriented, however good item play and keen observations from town can confirm the Announcer and Buffoon. While condemning on the first day is optimal in most setups, town should ***scumhunt*** but condemn nobody on the first day in order to maximize their chances of winning.

## Town

Signaling that you have received a Dreamcatcher can be helpful! If you die prematurely doing this, you will still leave behind information for everyone else and make a Weaver claim easier to verify. Fakeclaiming Weaver or having a dreamcatcher is often counterproductive.

#### Announcer

You may discover that you're Announcer, but be cautious with claiming your role.

#### Buffoon

A Weaver may confirm that you're Buffoon, or you may also deduce this by your lack of visits.

#### Weaver

It is highly recommended to give out a dreamcatcher on the first night. It may allow you to confirm Announcer or Buffoon before dying. With no protectives, claiming Weaver unprompted will mark you for death. Outting who has a dreamcatcher will give the Saboteur a definite target.

## Mafia

If any of the Mafia happen to visit Announcer, claiming Sleepwalker is a good option. Claiming Weaver after killing Announcer is an easy way to force a condemn on any other visitors that have been announced. Remember, lying about visits on the Dreamcatcher can help you.

#### Diva

Visiting a Weaver, Buffoon, or Announcer will let the mafia know of potentially confirmable roles. Prioritize finding Weavers, as they are the easiest to be confirmed and can confirm other roles with their dreamcatchers.

#### Saboteur

Sabotage dreamcatchers to limit town's information. You can avoid visiting to later claim Announcer or Buffoon if it's viable. If the Diva has died, do not claim visits on your dreamcatcher. These visits will be confirmed to be Sleepwalker.

## Trivia

* The name comes from Weavers' dreamcatchers and Saboteur's ability to break them.
Wrathbringer

### Description

Divine blade passed on from ancient times. Although this one is a copy, it possesses deadly killing power nonetheless. This sword used Flood Dragon's Horn as the core, combined with nine Holy Stones to create the incubation of Earth element, which then absorbs Sandstorms to become spiritual. When launching an attack, there is a small chance of dealing a special damage, the amount of which is relative to the enemy's Qi. (Once equipped, right click to try to absorb Sandstorm)

### Source

Ragestriker Codex: Fragment IV

Wrathbringer is a Legacy Artifact sword.

## Obtainment

Learn the Ragestriker Codex: Fragment IV manual (obtained from as a random drop from Ancient Cultivators), and craft it with an Artifact Crafting Skill Level of at least 20 to obtain the Incubation item.

Activate the incubation during Sandstorm Weather to receive the legacy artifact, which can then be claimed, locking the item to that cultivator.

## Uses

The artifact has a relatively low base damage compared to other artifacts, however it has a 1% chance of reducing the target's current Qi by 30% when attacking. This can be either the main body's Qi, or the Qi of an Artifact, and is calculated by setting the artifact's power temporarily to equal 30% of the target's current Qi. This does not account for Barrier Power, so the actual damage dealt will usually be lower.

It is used as an item in the Ragestriker Formation.

## References

1. ↑ `XiaWorld.Fight.FabaoBase.GetAtkPower`
Parity Cop

## Mechanics

The Parity Cop is a role that can visit a player and learn if they are the same alignment as the last player visited. The Parity Cop will be fooled by roles such as Godfather and Miller.

## Gameplay

The Parity Cop is normally just weaker than a normal Cop, since it needs one extra night to start getting information. It also cannot catch a mafia if it gets a different alignment result on night 2. However, unlike a Cop, third-party roles count as their own alignment and will show as different alignments from both Town and Mafia, with the exception of Traitor, who shows up as Town.
SSSS

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## Sabo Me, Scout Me, Strong Me, Sweep Me (SSSS)

### Code

Copy to clipboard 31a1b36a1b1577500425a1b57a5b1567786474a1b1553863028a1b84a1b45a1b1558930946a1b49a1b1541806737a1

31a1b36a1b1577500425a1b57a5b1567786474a1b1553863028a1b84a1b45a1b1558930946a1b49a1b1541806737a1

The Mighty S's must come together to destroy town

### Town Roles

Agoraphobe, Jack, Medic, Oracle, Sleepwalker, Suspect, Villager (x5)

## Description & Play

Sweeper should almost always use on day one to give Jack no information about what to do with his night actions. Town also loses a day of voting information. It is not optimal to bus Sweeper day one, for the sweep wifom that hangs over town as the game goes on.

Strongman should not use unless someone claims Agoraphobe, but may be forced to use on a Medic save on Jack if they feel the need to.

Scout can find Agoraphobe, Jack and Medic. There is also a Sleepwalker to throw Scout off.

Oracle can reveal a player upon death, but there is a Saboteur ready to sabo their crystal ball. Sabo should almost be on the night kill unless they know their night kill is a certain role that isn't Oracle - in that case, Saboteur should pick someone else.

A Suspect is in the set up to nerf Jack, so that every sided check isn't necessarily scum (4/5 chance).

Medic should try not to act too scummy and think about who would be the night kill to make a save.

Villagers should try and be as blue as possible.

## Trivia

* Name comes from wangalang naming some of her setups Something Me, Something Me (like Save Me, Shoot Me, Strong Me and Convert Me, Corrupt Me, Control Me)
* The set up originally had Bulletproof, but it was replaced with Agoraphobe
* All the Mafia roles begin with the letter S, and town has a Sleepwalker and a Suspect, making it a total of six S roles
Condemnation

The Condemnation is the most prevalent way for town to identify and get rid of mafia members. Each day, all players can vote on who to condemn. At the end of the day, whoever has the plurality of votes will get condemned, and will die.

This is frequently the only means town has of killing players. It is also the most consistent, as the Condemning is daily and only a select number of specific roles are able to escape from being condemned.

The information gained from a condemnation can be vital to a town's success. A condemnation is usually comprised of one player making a convincing case on another player, and the majority of players agreeing with the logic. If the person pushing the condemnation is found to have been using faulty logic, and the condemned player turns up blue, this can provide heavy evidence that the player pushing the condemning is mafia.

Directing who is condemned is the only power a Villager has.

If the vote is a tie or No One is voted, then No-Condemn will occur. This can trigger some special role effects. The information gained from not condemning is quite little, so some players frown upon this. This is not possible with the Force Vote game setting.

## Terms

When a town member is condemned, it is referred to as a Miscondemn. If the miscondemn of a player would win mafia the game, the gamestate is known as MYLO (Miscondemn and You Lose). If the game would immediately end upon the miscondemn, and would also win the mafia the game if a No-Condemn occurred, the gamestate is referred to as CYLO (Condemn or You Lose)
Housekeeping

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1602978335a1b1a1b91a1b86a1b16a1b1541806737a1b50a7b106a1

Red flips are often deceiving...

## Description

Alignment-reveal encourages players to not rely on information from flips.

## Optimal play

Information such as night-kills and interactions with other players will be more indicative of one’s alignment. Even though most roles will flip mafia-aligned upon being condemned, Sweeper being condemned leaves no post-vote actions (prior to sweep), and Marksman may choose to shoot before their death.

### Armorer

Armorer spreading out their vests helps confirm town and maximizes the number of condemns.

### Auditor

Auditor’s checks can find Marksman or stolen vests.

### Phantom

Phantom should go on their scumread. If the Phantom is hit, their target will reveal their true alignment upon being night-killed.

### Anarchist

Anarchist weakens Armorer by having the ability to sabotage or steal their vests. If Anarchist decides to sabotage someone’s vest, Auditor will not see stolen vests on their audit. Although, Anarchist has an incentive to steal vests due to Phantom.

### Marksman

Marksman is encouraged to shoot early in the game to avoid hitting a vest, and to appear unarmed to the Auditor.

### Sweeper

Sweeper uses their ability during counterclaims or on a player they think is a Traitor. Sweeper should use late during post-vote actions to give Marksman more time to shoot, or to lead town to the false conclusion that the condemned player was the Marksman.

## Trivia

* The setup was named, "Housekeeping", "cause we got the sweeper, a whole bunch of items and that random ghost (phantom)".
* This setup was created for Scumbug Setup Challenge #44.
Decks

Decks are a system by which players are made anonymous using a set of names and images, based on a theme. At the start of the game, a character in the chosen deck is assigned to each player. This character is used instead of the player's account name for the duration of the game. When a player does any action, they are doing it as that character.

Decks are chosen by the host of the game. While editing options there is a Deck tab, which lists all decks in the order they were created, starting with the most recently updated, as well as:

* Deck creation date
* Whether or not the deck was user-submitted
* Version number
* Number of characters
* Preview of the characters in the deck

Hosts may use account name for games instead of decks by clicking the "use no deck" option. Instead of images, and names, the players are represented by their account name and colors.

If a deck does not have as many characters as players in the game, the extra players will receive placeholder names and images, such as Player0.

To add your own decks to the site, become a Power role Patron. This allows access to the deck-making tool and guidelines. Decks are subject to an approval process, and submission of a deck is not a guarantee that it will be added to the site.

Decks are useful if you don't want a fearkill to happen, to prevent metagaming, or just ensure anonymity as everyone is being read differently, but it may not be accurate if it's a deck, when you need to deduce it based on the actions and words of somebody only rather than reading in who they are as well.

See also: List of Decks
Party with the mafia

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Partying, then back to gaming.

Small setup which will include a party with 40% of the members being Mafia.

## Optimal Play

Tracker tries to find and confirm Jack or the Brainwasher.

Party Host plays normally: give a party as soon as possible for the fans.

Trancer entrances someone who isn't confirmed. Redirecting to Party Host is a bad idea, because Tracker will find out right away.

Jack investigates in the hopes that they find the Brainwasher.

Brainwasher should use on the Jack or Tracker. It doesn't really matter which one.
Luckyguard

> Each night, may visit and protect a player from a night kill
>
>

> If the player is protected successfully, either the Luckyguard or the killer is killed
>
>

## Luckyguard

### Choice

Night

The Luckyguard is a Town-aligned protective. As the name alludes to, its power is heavily luck-based, sometimes killing themselves and sometimes killing a mafia.

## Mechanics

The Luckyguard is an amalgamation of the roles Guardian and Bodyguard: when protecting a target, it has a 50% chance to act like a Guardian and a 50% to act as a Bodyguard. Unlike Bodyguard, it can protect multiple times.

## In Setups

Luckyguard, due to its random nature, is rarely used in setups. The most notable setup to include it is Assassination Day, which is a short and maths-heavy setup. Most setups which would include Luckyguard instead include Bodyguard for more consistency.

## Gameplay

Luckyguard should play as an average protective might, going on the town power roles or the townies most likely to be killed.

## Trivia

Luckyguard was originally called Bodyguard in development, before the choice to make Bodyguard more consistent was made.
Goodall Vs Badall

*The Clear Contrast between **Goodall** and **Badall**, as seen on the photo above.*

As a result of a Seer naming Goodall, Badall, and another unkown figure, the unkown dying and Badall being innocent, it was apparent that Goodall was in fact a member of the Mafia, resulting in an execution.

One may even question the authorities of the persons involved, ultimately leading to a conclusion, that both of these accounts might be the same person, or, friends engaging in trolling.

*Similar cases: ( RumbleBee (White) & RumbleBee (Brown) )*
Mesdirection

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> *The greater the intellect, the ease in its misdirection.*
>
>

7a1b1538276587a1b76a1b2a2b57a3

Town and mafia are challenged into misdirecting

# Description

A decently basic small setup revolving around proper misdirection from both factions. Town wants to misdirect Hitman to prevent them from shooting Cop, while mafia wants to misdirect the town against each other through good gunplay and well-executed fakeclaims. Plays of all kinds can be equally rewarded and punished, but the setup has a low floor and only requires a basic ability to CC.

**IMPORTANT NOTE:** have fun!

# Optimal Play

### Cop

You'll want to claim in some way approaching d2, but you don't want to be too open if Hitman hasn't shot yet. A good way to stay alive is to soft baiting Revenant, but the best measure is to just not look like Cop at all.

### Revenant

Try to bait a kill or a Hitman shot to keep your vote in the game. Looking like Cop will be your main way to attract attention from mafia, but being pro-town in general will help with that job as well.

### Hitman

Gunplay is an important part of the setup; your main target is Cop, but shooting anyone who you think poses a threat to you works as well. You can also use your gun to pressure a certain condemn or draw attention to someone in particular.

### Mesmer

You can mesmerize someone to aid Hitman in shooting the correct role, or you can pretend to mesmerize yourself or your partner to make a claim look more realistic. Your ability is still quite low value compared to Hitman, but good usage can still shake the game into mafia's favor.

# Trivia

* This setup's stats so far are 8-12.
* The setup's name was suggested by furtiveglance.
Cop

> *Visits each night and receives a report the following day.*
>
>

> *Reports will reveal whether or not the target is sided with the mafia*
>
>

Cop is the most versatile investigative. With many interactions, a simple purpose, and inherent power, it can be used as a core feature of many setups.

Each night, the cop may visit a player and learn their alignment, between Mafia and Not Mafia. It is a powerful town Power Role who is often the driving force behind day discussion in setups. Given the power of a cop to discover the alignments of players very quickly, it is one of the most common roles for mafia to counterclaim. Even if a Cop fails to find any mafia, the players investigated being confirmed as town can still drastically reduce the options mafia has. As such, there are many roles that exist to weaken the power of cop. In games with a protective, this is even more true as the Cop can claim safely.

## Interactions

There are often many ways for the mafia to deal with a Cop, reduce the accuracy of Cop reads, ensue distrust in the Cop's results, or all at once.

Godfather - Appears as Not Mafia on a Cop's report. This is powerful because as long as the Godfather is alive, any Not Mafia results generated by the cop are not entirely alignment-confirming. This allows the mafia to push players within that category, as well as town to fight among themselves who could be the mafia in that group. All of this is true regardless of if the Cop ever actually checks the Godfather.

Hooker - Can deny the Cop usage of their power. This makes it so that even when the Cop has a protective to make it claiming safe, they still may choose to remain hidden so that they can continue to use their power. This reluctance can give mafia more time to find them, and give more time before the mafia are forced to counterclaim the Cop.

Framer/Painter/Anarchist - Can make town members appear to be Mafia to the cop. If the Cop checks this framed target, their death via condemn is almost inevitable. This can lead to a likely mislynch upon correct framer guess, or can help cover the tracks of any mafia fakeclaiming with a Mafia result on an innocent

Fixer - Can make a mafia-aligned target appear Not Mafia on a Cop's report. This allows much the same confusion as seen with Godfather.

## Variations

Sanities - There are several roles that see themselves as Cop, but do not receive correct results.

Insane Cop - Sees the opposite result. This has around the power of Parity Cop, when both it and Cop are in the game.

Confused Cop - Sees a random result. This can make people overall distrust their results, and can randomly change the game in the favor of an alignment.

Naive Cop - Sees the target as town, unless they were framed/painted. Can make cops distrust their blue reads until the Naive one is identified

Paranoid Cop - Sees the target as mafia, unless they were fixed. Can make Cops distrust their blue reads until the Paranoid one is identified

Additionally, the Parity Cop is a type of Cop that does not see any misinformation, but its results are presented as same/different to the last person checked. It can use this to see third-parties.
Closed Ruleset List

This is a list of rulesets for closed mafia games: games where the roles in the game and how they are chosen are both unknown. As these rulesets can create many different setups of different qualities, they are more of guidelines than setups, and it is up to the host to do well with them. An example of a ruleset would be stating that "Third-parties, Lying roles, and Unaware roles will not be part of this game".

## (Relatively) Untested Rulesets

For easier adding of rulesets without needing as much playtesting.

* The Firefly7 Roleset™
Civil Arms

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> *An unarmed man can only flee from evil, and evil is not overcome by fleeing from it.*
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## Civil Arms

### Code

Copy to clipboard 19a1b1596418309a2b1565223000a2b57a3

19a1b1596418309a2b1565223000a2b57a3

8 player setup where scum cannot shoot guns

## Description

A small setup that revolves around only town being able to wield guns. Town has one miscondemn before MYLO/CYLO, so smart gunplay can be pivotal. The Arms Dealer functions as the investigative role of the setup, becoming stronger in the late game as more Buffoons die. Due to the presence of both Buffoon and Klutz, Arms Dealer can be counterclaimed by scum in MYLO/CYLO, and it is also optimal for scum to claim a gun in CYLO if the Arms Dealer is dead and a.) nobody else claims to have a gun or b.) the Arms Dealer outed that they gave a gun to them. Villager deaths are worse than Buffoon deaths, especially going into MYLO/CYLO, as it reduces the number of potential confirms if guns are still in play.

## Optimal Play

### Town

Say 'ng' if you don't receive a gun, otherwise announce it. It is optimal to shoot on the same day you announce the gun (as you will likely die the following night), however if you want a more informed shot you can hold the gun until the next day. If you receive no guns, scumhunt as usual.

#### Arms Dealer

Give a gun randomly n1, then start giving guns to your townreads. Your power as an investigative role becomes stronger as Buffoons start dying. Always out in CYLO; in MYLO specifically town can NC and coordinate who receives a gun that night without AD outing, but in a situation with no confirms then it is better to just out. Only out before MYLO/CYLO if you are about to get shot, then out who will receive your gun that night.

#### Villager

Play like you usually would as town. Figuring out if you are Buffoon is not that important since it often comes out in the late game through Arms Dealer's notes.

### Mafia

Scum has a number of valid claims that vary depending on the situation; Arms Dealer in MYLO/CYLO (if nobody receives a gun), BV with a gun in CYLO (if AD is dead and nobody else claims a gun/AD outed that they gave you the gun), and Buffoon (if AD is alive and claims to have given a gun to them).

#### Klutz

Look out for potential Arms Dealer softs to get them killed as quickly as possible. After both Buffoon deaths, anyone who does not receive a gun is confirmed scum, so kill within the pool of confirmed non-Buffoons to delay their deaths. Even though you are unable to wield guns, you can still manipulate someone into shooting a townie, forcing the game into MYLO/CYLO or winning it outright.

## Trivia

* The setup is named "Civil Arms" because only town can use guns - thus, no scum can get their hands on one to shoot maliciously.
* This setup used an Oracle, then a Stooge, and finally a Candle before adding an extra Villager to fill the last slot instead.
Fool

> *Each night, may choose a player to visit (without any other effect)
> Wins upon being condemned to the guillotine
> Cannot win with Town under any circumstances*
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**Fool** is a Third-party role that wins if it gets condemned to the guillotine. As such, Fools will do anything they can to get themselves voted out.

Fool can joint win with a variety of roles. Fool can naturally win with any role that needs to survive to win, such as Survivor, Lover, Scumbag, and Tax Collector. Fool can also joint win with Bounty Hunter or Killer if voted out in the final 3. Fool can joint win with the Mafia or with Cult if its death would give said teams majority. Fool can also joint win with any Executioner, Greedy Executioner, Bounty Hunter, or Shaman that chooses/receives them as a target.

In general, Fools want to do things that will make them likely to get voted out. This includes counter claiming power roles, fake slipping, or generally being anti-town. Fools should not openwolf, otherwise town will realize that they are a Fool and will be unlikely to vote them out.

The Fool's visiting ability seems relatively useless, like that of the Tourist. However, in some scenarios, it can help you get condemned. For example, if a Fool visits an Announcer, and said Announcer is killed that night, town might vote the Fool out. A similar example is the Fool visiting whoever the night kill was, to make it appear to a Tracker that they were the killer. However, in both of these cases, the Fool needs to be able to predict who will die each night.

## Trivia

* Despite the Fool's description specifically stating that it cannot win with town under any circumstances, it can joint win with town if Governor overturns the vote off a Hunter onto the Fool, while the Hunter shoots the last scum member.
	+ This clause is probably meant to describe how town *usually* can't win with Fool, because Fool doesn't need to be voted for town to win.
Investigations

Investigations are a mechanic that allows a player to learn information on another player. They are most commonly performed at night. The results of an investigation often help to directly or indirectly show the alignment of the target, or other players interacting with the target. The results are usually relayed to the investigator in a system message at the start of the day, when their action resolves

## Use & Power

Investigatives are often very strong, and can be game-changing if left alive for too long. The most common investigative, Cop, can change the course of the game by finding multiple mafia members over multiple days. Even if an investigative does not find any mafia members, the town confirmed by them can severely limit mafia's options in who to try to get condemned. As such, in a setup with an investigative and especially a setup with an investigative and protective, it is wise to include roles that can weaken the results or nullify the action entirely.

When both an investigative and a protective are in a setup, a breaking strategy emerges called Follow the Cop where the investigative claims their role to be able to be protected as they gain results. This combination will result in a very large amount of town power if not balanced around.
Drunk

## Mechanics

The Drunk is a role that can visit a player and roleblock them, preventing them from doing night actions that require a visit. Things like Trancer and Oracle cannot be roleblocked because it is considered passive. Hooker is the Mafia counterpart to this role.

## Gameplay

The Drunk wants to hit mafia, especially if there is one remaining mafia, because if they get roleblocked, there would be no kill. Drunk also wants to avoid hitting Town Power Roles as much as possible. Drunk is normally more useful if all or most Mafia member have seperate night actions (ex. Hooker, Tagger, Diva etc), as it delays the usage of their powers. If all Mafia members remaining have only passive ablilites or even none, and there is more than one Mafia member, Drunk should not use their power.
ConPLEX

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Code: 1547802152a1b18a1b99a1b31a1b40a1b323a1b1597815390a1b52a1b106a1b1547078335a1

> *\*Town on crack, Mafia on steroids. Whatever you call it, it's CHAOS."*
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## Description

An extension of 5 Man Conplan that can cause chaos and confusion between both Mafia and Town. The game can go as far as tricking the Contingency Planner to shoot wrong or convincing the Traitor to vote a Mafia, to having the Fool lynched or the making the Lover help the Spy.

Similar to its original, fakeclaiming is a good strategy here. Although there is a little risk with true-claiming, the former can easily put people off; it can and will have powerful impact on the game. Fakeclaiming here can mean life or death.

## Play

### Town

Almost all the Town roles have the same purpose as with the original, except, now the Tracker has an extra use: it can now also track the Traitor and the Spy (if Mafia chose not to kill).

#### **Tracker**

Always check N1, never select "no one". This can help you confirm any of the scum: the Traitor, the Contingency Planner, and the Spy (because the Mafia will likely choose to kill no one on N1 in order to get the CP a gun), and the Manipulator; or the Suspect Governor!

Always out your notes D1, as it will greatly help the Town!

#### **Medic**

Do not protect the President N1, as the Mafia will likely kill no one to get the Contingency Planner a gun. It will also greatly increase the risk of the President dying N2 because of your inability to protect them.

However... Protecting N1 can help your President from dying to a nightkill. This is your choice.

Choosing "no one" on N1 will also decrease the risk of you dying to the Grandma.

#### **Suspect Governor**

Obviously, you should attempt to overturn the vote onto a Mafia on a later time, when the combined votes of the Traitor and the Mafia can almost reach majority.

Alternatively, you can try to overturn the vote earlier, to someone you think is scum. It's rather risky, though.

Claim Suspect Governor if the Tracker finds you, and OT on that day.

### 3rd-Party

#### **Manipulator**

Get the Town out of the game, do not let the Mafia know who you are!

#### **Lover**

Try to stay alive by loving someone you think won't die. Help them get out of votes and survive until the end.

#### **Traitor**

Let the Spy know who you are, it'll definitely secure your win with the Mafia. As the Traitor, you count as one more Mafia vote, so it's important you stay alive for the Mafia.

### Mafia

#### **Contingency Planner**

Again, NK on N1 to receive a gun to use on F3 or F4 (or later). Work with your Spy to get the Manipulator out, and get the Traitor to help you.

#### **Spy**

Contact the Traitor and tell them who the Mafia are. You can ask them to reveal to you by letting them say some kind of word. You can also attempt to trick the Lover into helping you, but it's risky.
Bleeding

**Bleeding** is an occurance where a player is guaranteed to die after the vote, at the start of the next night. This death cannot be prevented in any way. Any effects that occur on death will happen as normal when the bleeding player dies.

Bleeding ignores vests. This means that any bleeding player wearing a vest will still die as usual, as if they did not have a vest on.

Bruisers and Revenants bleed when killed instead of dying normally. The only other way to make a player bleed is by stabbing them with a knife.

Death to bleeding is *always* post-condemn. Thus, if a mafia member was bleeding in CYLO, but a town member was miscondemned, mafia would still win despite one of their members dying post-game. This is because the mafia achieved their win condition (gaining majority) before the mafia member bled out. (This scenario also applies to roles with different win conditions.) Because of this mechanic, knives are generally useless in Final 3 situations.

## Interactions

If a bleeding player is condemned, the condemnation kill will occur before the bleeding kill. This usually does not matter, unless a Bomb is bleeding. If a player stabs a Bomb with a knife, that player will die when the Bomb dies, even though the knife's kill is not instantaneous. However, if this bleeding Bomb was condemned, the player who made them bleed would *not* die alongside them because the condemnation would occur before the Bomb bled out.
Nurse

> Each night, can visit and protect a target from being killed
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> Visits will roleblock their target, preventing them from making any night actions
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> Visits can cure poisoned targets
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## Nurse

### Choice

Night

The Nurse is a Town protective that can protect a player each night, but will also roleblock the protected player. The role is a solid mid-level power role, combining the effects of Doctor and Drunk. The Nurse's protection comes with the cost of roleblocking the player, but Nurse also has the choice of playing like a Drunk, combating mafia power roles.

## Mechanics

Each night, the Nurse chooses and visits a player. The visited player would be protected from night kills and roleblocked. It protects a player from kills, but the player would be blocked from night actions, which would affect strategies such as Follow the Cop, as the Cop no longer gets results while protected.

Nurse's roleblocking action can be roleblocked by a Hooker or Drunk. The protection by Nurse can only save from one kill and can be pierced by a Strongman or stacked kill power.

## In Setups

Like most protectives, the Nurse is usually combined with Power Roles, to protect them from night kills. The roleblocking action can also verify PR claims, if a PR claim gives a result when supposedly roleblocked. Nurse can stop the Mafia from killing a player entirely, but would disable the player's night action. Therefore, Nurse is less powerful than roles like Doctor that can stop a player from being killed without any detrimental effect.

## Gameplay

The Nurse can play in several ways. Nurse can go on the player that is likely to be night-killed, protecting them from a kill. If the kill is stopped when more than one mafia remain, the player is treated as a confirmed town (this can be subverted if a No-Kill is made). Nurse can also stop mafia power roles like Tagger or Pyromaniac from performing their night action using the roleblock. If one mafia remains, there is some WIFOM if no kill happens, because Nurse might block the killer or save the killed.
Cult

## Mechanics

The Cult is a role that meets with other Cults and has a factional ability they can vote on to visit a player and convert them to Cult. Any players who starts the game as a Cult will be considered a Cult Leader, and upon the death of a Cult Leader, all Cult members will die as well, apart from other Cult Leaders if there are any.

## How to Play as Cult

### Gameplay as a Cult Leader

The Cult Leader's job is to survive. If the Cult Leader die, its game over. The Cult Leader wants to fake claim the role of the first person you converted to Cult assuming they are not Mafia. Also, if they hit a Mafia member, make sure that they rat out all the mafia since they are a threat to the Cult, as well as it just being useful information.

### Gameplay as a Cult Recruit

As a Cult Recruit, you want to give any information you have to the Cult night meeting that is role specific. Like who any Masons or Mafia members are, or who the President is. Other than that, you exist just to help the Cult Leader stay alive and to help gain majority.

## Trivia

* The smallest setup, Coffee Break, involves a Cult as well as a Mafia.
* If the Cult Leader ever converted from either Brainwasher, Corruptor, Tax Collector, Yakuza or Zombie, it becomes nearly impossible for Cult to lose since the link dosen't work the same way as Lover. Likely the only thing that could stop them from winning is if Mafia or another Third-party wins before the Cult can.