Psych Ward

This setup's core gameplay is focused around the self-aware Patsy, Corruptor, Framer and Insane Cop. The setup is Night Start and to combat Mafia N1'ing Patsy, the Insane Cop is actually very strong here being able to find the entire scum team as NS results while finding the entire town as S results besides the Patsy with Corrupt!Traitor acting as a Godfather of sorts.

## Psych Ward

### Code

Copy to clipboard 31a1b1567787886a1b1565222419a6b1596417444a1b64a1b23a1b1581354568a1b44a1

31a1b1567787886a1b1565222419a6b1596417444a1b64a1b23a1b1581354568a1b44a1

### Town Roles

Goof x 6, Insane Cop, Medic, Patsy, Psychiatrist

## Optimal Play

### Insane Cop

Can find the entire Scum!Team as NS results while also being able to keep tabs on the Patsy. Patsy should return an NS result to the Insane Cop, however if Patsy is Corrupted; will return an S result. The Insane Cop must also be wary of the Framer in the setup who should always be on the Patsy as Framing any other Town has no effect on their alignment reading to the Cop here. S results are *almost* confirmed town with Corrupt!Traitor acting as a Godfather. Medic: Basic and conventional protective, nothing special.

### Patsy

You are completely aware of your role here as the Patsy even though you see yourself as Villager, you have a claim and you should use it when needed (Or when you feel like it). You're forced to actively play the game as you are essentially a PR here. If you get Corrupted N1, you should most likely stay quiet about it and let the Mafia claim your role, you absolutely do ***not*** want to get lynched and take the Corruptor down with you.

### Psychiatrist

Yet another PR-ish role. Exists to combat the Corruptor and create uncertainty on whether a Corruption has gone through or not (If Corruptor uses on a Psych'd target, the Corruption is used but the target is unaffected). This helps prevent Pre-Postgame scenarios where Mafia already know they've won with > VP than Town and also forces the Corruptor to look for ways to signal their Corrupt Target to make sure the Corruption has gone through. Town should absolutely be looking for pairings between Corruptor/Traitors here and a Psych save could save the game while also outting a Mafia as-well.

### Corruptor

Since the Patsy is essentially a PR here, you can safely Corrupt them and have your teammates claims Patsy, if you really want you can have your Framer just continue to sit on the Patsy to give off the illusion of Corrupted while you use your Power on someone else who is unlikely to get ML'd by Town, maybe someone who is universally TR'd, however it'll bring suspicion to them when they are not being NK'd.

### Framer

Sit on the Patsy. Framing town changes nothing about what alignment reading they return to the Insane Cop and you cannot Frame your Mafia buddies. Since Framer is fairly weak in the scum!team, you want to aggressively CC whatever you can, whether it be Cop, Psych or Unconverted!Patsy; try to take someone down with you if you are being pushed/sussed here. In the situation that your Corruptor manages to successfully Corrupt the Patsy, your job is to take that Patsy claim. Psychiatrist has a very low chance of actually being on the Patsy N1 so having a message prepared to hard-claim Patsy and give the real Patsy some time to realize they have been Corrupted is viable too. Claiming Patsy any later than D1 is going to be fairly suspect.

### Mole

With the power that Cop holds in this setup being able to find the entire Scum!Team as NS results, Mole exists to help find and eliminate the Cop. Look for people that are interacting with Cop checks or even, actively ignoring them. Finding the Cop in this setup is crucial for your Team here and shouldn't be overlooked.