recursal/Fanatic-Fandom huggingface dataset:
Dethy

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*For every genius in this world, there are always four yes-men who just want to suck out some of that fame for themselves.*

## Dethy

### Code

Copy to clipboard 75a1b7a1b23a1b33a1b37a1

75a1b7a1b23a1b33a1b37a1

Fast Puzzles

## Description

Which Cop is right? Who Knows! A funky fresh game that is heavily reliant on Cop reads.

## Play

Everyone should claim D1. After this, everyone should immediately NL. The next day, it will be 2 v 1 (unless mafia NK's which is unlikely) and Town must rely on mystery Cop notes. Depending on who the Mafia kills, Town should likely solve the problem. Here are some scenarios that can happen.

Let's fast forward to D2. If a Cop (real) has 2 sided reports, both of those players are confirmed and so is the Cop which is either Paranoid Cop or Insane Cop. If real Cop has 2 not sided reports, those players are confirmed and so is the Cop which is either Cop or Naive Cop. If a real Cop has 1 sided and 1 not sided that means at least one of those 2 reports are Mafia. Mafia's goal is to make fake Cop reports and screw up towns reads. Usually the best way to do this is have one as sided and one as not sided. If Town believes you, they're forced to one another. This setup is just too big brain sometimes.

## Trivia

This setup was designed by mafiascum user dethwing, and the name Dethy is short for dethwing classic.

On mafiascum, this setup uses cop headstart, meaning that on Night 1 only the cops are allowed to use their abilities. This was not originally possible on mafia.gg, but has become possible with the addition of the no kills on Night 1 setting. This means the original version can now be played on mafia.gg, however the original version is considered to be heavily town-sided, so it could be argued that the kill on the first night is a needed buff for the mafia.
Arms Dealer

> Each night, can give out a gun
>
>

> Gun has a 50% chance to reveal the shooter when shot
>
>

The Arms Dealer (sometimes abbreviated as AD) is a basic yet powerful role that can give a player the ability to kill anyone. This is inherently powerful, as it gives town a second condemn, in the hands of a single player. The gun revealing 50% of the time means that optimally, a player should always assume that this gun always reveals. The Arms Dealer is the most common way to increase town kills per day.

## Guns

Guns are an item that allows players to, at any time during the day, shoot a target and kill them. the gun may or may not reveal, depending on what type of gun is fired.

Guns are helpful to town, if given from a town source. This is because it is known by the source who received the gun, and so they can reveal who is acting suspiciously with the gun if the person holding the gun has not helped town where they could.

If a town member has a gun, they can use it as a second condemn, to kill of suspicious players and allow town more time to make mistakes. Normally, town's killing ability always is paired with a mafia killing a person of their choosing. With a gun, the mafia do not get to kill a person in tandem.

If a mafia member has a gun, they can make a choice to either reveal it and act like they are trying to shoot a mafia member with it, or hide it and hope the Arms Dealer does not call them out. They will almost always go for the second option if the Arms Dealer dies the same night.

Mafia members inherently want to not shoot the gun or shoot it at town, because shooting a town always helps them achieve their win condition, and keeping the gun allows them to save it for when it would make them instantly win.

## Interactions

If a gun is given to a role that already has a gun, then the guns cannot be distinguished. This is a nerf to roles like Marksman or Hitman, as they will have a 25% chance to have their gun randomly reveal, which can be devastating if they had shot an important town Power Role. Whether or not this should be kept in the game is up to debate, with suggested solutions being that guns from your role are labeled differently, or that all guns have labels.

Guns can be stolen by Thief and Mailman. In setups with those roles, it is more possible to fake not having a gun, because a town member getting a gun might just not have it.

Guns can be broken by Saboteur. In setups with Saboteur, it is more possible to fake not wanting to shoot a gun, allowing mafia to store it for later. Town may condemn a player who refuses to shoot their gun for too long, though.
James Darmody

James\_Darmody, aka, the King of Mafia.gg and King Pro Gamer, is one of the best worst players on Mafia.gg. He is know for calling out Mafia day one and either failing miserably or getting it spot on. Some of his famous lines consist of, "\*slams keyboard\*", "Fuck you." and "Fuck you ya Skoozy." His favorite set up to play is JackKing Off, for obvious reasons.
Hitman

> *Starts with a Gun*
>
> *Gun will not reveal shooter on firing*
>
>

**Hitman** is a Mafia-aligned role that starts with a Gun that will never reveal the shooter upon being fired. The Hitman is a great obstacle to FtC (Follow the Cop) and Agoraphobe as it bypasses any night protections.

## Gun Interactions

* Auditor will see that the Hitman is holding a gun, as well as any other item they have received that game.
* Thief can steal Hitman's gun and take it for itself. They will also steal any other items they possessed.
* Vash can take the bullets out of the Hitman's gun, causing no one to die when it is fired. In a normal setup, this is optimal.
* If a Hitman gets converted to any other role, it loses its original gun.
* If a Thorne or Amnesiac converts to Hitman, they will receive a gun.
* If a Hitman shoots a Bomb, they die along with it.
* Pacifist can prevent a player from being shot.
* If a Secret Service is protecting the player who the Hitman shoots, the Secret Service dies instead. Assuming they were protecting a PR, this is optimal.
* Because Hitman's gun does not reveal the shooter, it is indistinguishable from any other non-revealing gunshot in the game, such as Rifleman or Marksman.
* Graverobber can take an unused Hitman's gun upon their death.
* Hitman can convert Rogue to Traitor during the day.

## Gameplay

Hitman's optimal shot would be against an investigative, such as a Cop. If Hitman still has their shot, MYLO/CYLO happens with one less player. Just with any Gun role, they can also counter roles such as Fool and Selfish Fool. As a Hitman, fakeclaims might be abundant in order to waste a Hitman shot, especially with a role like Bulletproof or Bomb.

Hitman is also the only mafia role (aside from Marksman) who has the potential to cc Rifleman, a usually unccable role, since they both have non-revealing guns. Other than their alignment, they are mechanically identical.
Pineapple Apple

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324a5b1556837816a1b35a1b105a1b91a1b1565223000a1

credit to goblins for coming up with the auditor/klutz/mailman stuff

## Description

Players are not allowed to choose to visit No One during the night if given the option. This rule does not affect condemnation during the day.

As this is an extraneous rule setup, it is the host's job to make sure that all players in the lobby know and follow the above rule.

## Optimal play

### Auditor

Keep an eye out for two things: a lack of fruit and an excess of it. A player with no fruit is either a Klutz, very unpopular, or has recently gotten Mailman-ed. A player with an excess amount of fruit is either a Mailman or very popular. Results are almost never definitive and thus you should rely more on scumreads, using your results only as extra information and not as condemning reasons.

### Fruit Vendor

If possible, give fruit to confirmed town members or those with strong town reads. This minimizes the chances of dying to Siren. Always take notes; they will be important when you are asked to prove your role.

### Nurse

Protect confirmed Fruit Vendors; it is up to you whether or not you want to protect a confirmed Auditor.

### Siren

Because this is a No deck setup, attract people who will be attracted to you. Nurse is impossible to claim due to the roleblock and Auditor/Fruit Vendor require teammates to successfully convince town, so try to avoid being pressured into RRing. If you have to RR, say you checked/gave fruit to the scummiest players. Town may or not believe those players' denials, and if they turn out to be actual mafia, they may go along with your lie in order to get a Town member killed, as you pose no threat to them.

### Klutz

Make sure you have fake notes available at all times. Ideally you should claim Fruit Vendor and alternate between "giving" fruit to Mailman and the dead (you can mix in a bit of town players if you want, then point out the existence of Nurse, Klutz, and Mailman if they deny receiving fruit).

### Mailman

Fruit Vendor and Auditor are both claimable roles. You should repeatedly Mailman a single person to make them look like Klutz; this person should be someone who is not about to be condemned, or else your efforts will have all been wasted.

## Trivia

It has been scientifically proven that Fruit Vendor is the best role in the game
2d3 M

## Description

A pretty simple grid-style semiopen that should be easy for beginners to understand.

## How To Use It

The host should inform the players they are using the 2d3 M, sending a link to this wiki page, and use random.org to generate a number from 1-9. Then, use the setup listed with the number generated

## Visualization

 B
 C

Pick a row and column. Add the mafia role on top of the column you chose, and add the town roles in the intersection of the row and column you chose. After that add a Busboy and 5 Villagers

## Trivia

This semiopen was originally for MafiaScum but ported to mafia.gg.
Named Townies

A vanilla setup which integrates the concept of named townies into its gameplay.

### Non-Default Settings

Informed Daystart, Hide Setup

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## Description

A rather vanilla setup which uses the idea of named townies in it's gameplay. A great way to introduce people to the idea of named townies, and how they can be used to create interesting interactions. Goof may seem like a pointless role at first, but the limited number makes them less claimable than Villager by mafia, and therefore more easily claimable.

### Possible Setups

Inform all of the players of the setup they are playing, and what the possible setups are. Then, randomly pick a number between 1 and 4 and use the corresponding setup.

## Optimal Play

Which setup is being used can be narrowed down depending on what role you get. If you get Cop, you know that the setup is either 1 or 2. If you get Doctor, you know that the setup is 1 or 3. If you get Goof, you know the setup cannot be 1. Getting Villager does not inform you of the setup at all. If you are in the mafia, depending on who you and your partner are, you eliminate half of the setups. The mafia, no matter which setup is chosen, should usually not claim PR or Goof as it will cause a counterclaim war which will usually end badly for the mafia. PR should claim with caution, as Follow The Cop is not a viable strategy and the mafia is likely to kill you the next night. Goof should always claim at some point, as their purpose in the game is to be more confirmable. This setup is very vanilla, and so most strategies that apply to a typical game also applies here.

## Trivia

This setup was originally created by mith on MafiaScum. It was originally called My Name Is Earl, since that was what the named townies were called.
Grandpa

> Can only be killed by being condemned
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> Learns the role of any player that visits him
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>

**Grandpa** is a strong, mafia-aligned role that is immune to kills other than being condemned. Other than being immune to all kills, it also learns the role of any player that visits him, allowing Grandpa to identify Power Roles if they visit the Grandpa.

## Mechanics

The Grandpa is both an investigative and a self-protective. Since its only way of dying is through the condemnation vote, roles like Vigilante and items such as guns and knives are ineffective towards Grandpa. However, because the kill attempt failed, Grandpa is forced to claim town roles that are immune to kills (such as Bulletproof) if an item is used on them.

Grandpa learns the roles of any player that visits them. At the start of the day, all players that visit Grandpa will have their role revealed to Grandpa. This information cannot be roleblocked, as it is a passive action.

If the mafia attempt to kill a role that will kill the mafia back, like Veteran, Bomb, or Nervous Sleeper, then the Grandpa may take the shot for the mafia team. This has a 1/x chance of occurring, where x is the number of visiting mafia. Grandma is an exception, as it will always kill everyone except for the Grandpa.

## In Setups

The Grandpa is a powerful mafia Power Role. It is immune to town killing power, and learns the role of anyone that visits them, identifying town power roles. It can reduce the effectiveness of roles such as Vigilante and Rifleman, as they will fail upon attempting to kill the Grandpa. It also makes power roles more cautious about who they visit, since a visit to the Grandpa would reveal their role. Grandpa is an all-rounded boost to the mafia faction due to it being unkillable except by condemnation, and its investigative aspect.

The Grandpa's ability can also be used for other mafia members to claim bulletproof, provided they have a non-revealing gun to shoot the Grandpa with. Including a Grandpa in a setup with Hitman and many Bulletproofs is an easy way to achieve this.

It is unwise to include Grandpa with town roles that retaliate upon being killed, since it is random whether the Grandpa is harmlessly shot or mafia loses a member.

## Gameplay

The Grandpa should act similarly to a Godfather, to bait investigations and thus knowing who the PRs (power roles) are. They are also unkillable, so they can act more aggressively without the risk of being killed. They should try and lure investigations or PR actions to generate maximum information for the mafia. Him being unkillable makes it so he may need to claim a role such as Bulletproof to explain the failed kill.

When the Grandpa is visited by an investigative or killing role, he can choose to immediately claim that role, with a red/kill attempt on the real one. This makes it hard or impossible to mechanically discern between the real and the Grandpa.

## Trivia

Grandma's killing power and Grandpa's learning power are often confused. Know that Grandma kills all visitors, while Grandpa simply learns their roles.
Role Tags

**Role tags** are a system of classification for Roles. Introduced in the 10/31/2022 update, these tags categorize roles based on how they function.

When creating setups, hosts can filter between roles through role tags. Most roles have at least one tag associated with it, except for certain third-party roles.

## List of tags

The following is a list of all current role tags in the game, in alphabetical order, as of the 10/31/2022 update:

## Trivia

* Bouncer and Security Guard are not classified as Visiting roles despite being able to visit other players at night.
* Guilty Conscience and Tax Collector are classified as Info Power roles rather than Investigative roles despite learning the alignment of other players
* King and Prosecutor are not classified as Revealing roles despite publicly revealing their role upon using their power.
Dog

> Revealed to all players at the start of the game
>
>

Dog is a role that has no abilities, but is confirmed to be town at the start of the game.

## Mechanics

Dog is a very simple role and it's primary use is to have a confirm at the start of the game. Dog is also confirmed to appear not sided if there is no tampering, so it is possible to narrow down Cop sanities if a Cop were to target Dog.

## In Setups

The Dog may be a consistent target of the mafia if there is no PRs that are urgent to get rid of, so it is wise to either include roles like Cop which will do more damage to the mafia the longer it is around or some sort of protective.

## Gameplay

As Dog is confirmed town, they should take the leader role and should push their suspects. It is necessary for town to follow Dog in cylo and therefore the Dog should listen to town in order to make an informed decision.
Secret Service

> Each day, may choose a player to shield
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> If the shielded player is shot at, the Secret Service will be shot instead
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> May change which player they are shielding freely
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>

**Secret Service**, often abbreviated as SS, is a Town-aligned protective role that acts during the day. It is used to protect important roles from being shot by the Mafia.

Secret Service can be thought of as the daytime equivalent of Guardian. However, Secret Service has the potential to be as strong as a daytime Doctor, in actuality: the mafia can kill every night, but most of the time, they only have a single gun. Doctor can protect every night, so it can discourage the mafia from killing a specific player infinitely. Guardian can only protect once, so mafia can just kill the player twice in a row. They do not have this luxury with guns. Since there will often be only one gun available to the mafia, they cannot shoot a player protected by Secret Service twice in a row. Thus, they will usually not want to waste the gun to kill the Secret Service. Therefore, Secret Service's day protection is just as strong as Doctor's night protection.

## Mechanics

Secret service can select a player from a drop-down list at any point during the day. If that player is to be attacked by a gunshot, or similar daytime kill, the Secret Service will message "Get Down!" and take the shot in their place.

If Secret Service cannot protect from a full kill (such as when Pyromaniac lights, with hundreds of kill power) it will not attempt to protect. Secret Service's protection is only as strong as a Vest.

## In Setups

Secret Service's usage in a setup requires both a town-aligned role worth protecting (such as Cop or Speaker) and a mafia gun role (such as Marksman). An example of a setup like this is VIP.

Secret Service is a tricky role to use: oftentimes, mafia gun roles are included in setups to bypass role-specific abilities. For example, mafia cannot kill Emcee safely, but a gun can allow the Emcee to be killed without a mafia member being announced. Hence, it can often be difficult to justify the inclusion of a Secret Service: what's the point in allowing the mafia to kill these roles safely if Secret Service can completely negate their safe kill? Thus, setups with Secret Service often include SS interactions as one of the main focuses of the setup, such as the aforementioned VIP.

## Gameplay

Secret Service should be vigilant in watching for claims and making sure to protect the players before the mafia can shoot them.

If there are no roles worth protecting, Secret Service should choose no one, in a similar manner to Guardian. SS should also choose no one if no important roles have claimed yet: there is no sense dying in the place of a Villager.
Fixing The Framing

A setup that opts for a dynamic where the weak, reliable investigative and the stronger one-shot investigative combine results.

This is just cop hell. The cop is half of the time useless, and attempts to make snoop viable.

## Fixing The Framing

### Code

Copy to clipboard 7a1b12a1b73a1b64a1b1577132908a1b49a1b57a3b1541806737a1

7a1b12a1b73a1b64a1b1577132908a1b49a1b57a3b1541806737a1

This is the setup.

## Optimal Play

The optimal play in this setup would be to get either Fixer or Framer out, as they cause the most problems with Cop. The second good play would to have snoop out, have Doctor protect snoop, and have snoop clear on a risky vote, or the day when doctor dies.

## Cop

The Cop's optimal play would be to out on D1, rather than stay secret, and risk getting CCed early. Since this setup is based around snoop having the only untainted results, Cop is a risky source to trust, as most investigations will be incorrect, and could lead to town losing quickly.

## Doctor

The Doctor's optimal play would be to ask for either Cop or Snoop to out, making the doctor do something with their life. this setup relies somewhat on Doctors skill to play the game, and not throw. If either Cop or Snoop dies on D1, the doctor is still somewhat of use, even though they dont have anything to do.

## Snoop

Since this setup just relies on snoop being observant with everyone's goals in mind, their optimal play would be to claim as Cop, or claim as Snoop and direct the doctor to them until they use their ability. Since this whole setup is based around Snoop, they usually have the most responsibility. The Snoop should only use their ability when the town is confused on a vote, or when town thinks they have a lead on a Mafia.

## Villager & Suspect

Classic Town role. The Villager's optimal play would be to try to help the Power Roles find the mafia. The Villagers are mainly based around claimspace for Mafia. Suspects are the best candidates to sweep, so be sure to provide useful information before you get condemned; nobody will know your alignment, but the townier you are the better.

## Fixer

The Fixer's optimal play would be to clear the Framer, as the Framer and Fixer duo can make cop practically useless, as this setup tries to make it. The Fixer and Framer rely on each other harshly.

## Framer

The Framer's optimal play would to attempt to frame either Snoop or Doctor, as if Cop investigates those 2 roles, they will end up getting condemned unless they out. Since this setup relies on Snoop and Doctor, this role makes the Mafia's lives easier.

## Sweeper

The Sweeper's optimal play would to use their ability on D2. This is because if Cop or Doctor gets condemned, Sweeper can claim as one of those roles. Sweeper should not claim as Snoop, as town would rely on them for info. Claiming as Snoop would only be a last resort thing to do.
Pulling Teeth

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69a1b57a5b60a1b12340008a1b31a1b49a1b1644316289a1b1676023569a1

Make sure your dentist is qualified and not conning you

## Description

Named after our joyful teeth puller, Dentist! This setup is designed to incorporate Bus Cop and Dentist, making for interesting gameplay on both sides.

## Optimal play

Town has limited power with Bus Cop and Tactician. Bus Cop's checks aren't wholly reliable with the inclusion of Con Man. Mafia is powerful with their ability to roleblock and investigate roles. Town must use their collective minds to collaborate and win.

## Town

### Bus Cop

Bus Cop is voting-orientated. Analyze voting patterns to figure out who is bussing.

### Medic

Aim to protect any PR especially Bus Cop.

### Tactician

When given the chance, go for the Crystal Ball. If town is revealed, there is a confirmed town. If scum is revealed, a mafia member is outted.

## Mafia

### Dentist

Go on PRs, but be wary of protecting the mafia's night-kill. Subtly communicate any useful information to the meeting mafia.

### Hooker

Maximize mafia power by preventing Bus Cop's investigations or Medic's protections.

## Trivia

* This setup was created for a series of event games.
* Unused setup names includes Tactical Bus, Dentists are Frauds, Toothbus, and Cavities & Causalities.
Item wars

Item wars is a 9 man setup that causes chaos and confusion. As the name implies, almost every town role can give out an item, and both mafia roles can steal or break an item. Alignment reveal only causes even more confusion and claim space for mafia. On day two (first day), the players that have visited the announcer usually out their role for a confirm. With a self-aware announcer, they need to be able to verify their identity based on their claim, but this is sometimes inaccurate with Mailman and Saboteur.
Wangabombs

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4a7b31a1b77a3b36a1b1580766301a1b43a1b87a1

Bombs replace villagers in this setup, where neither Town nor Mafia have much power

### Town Roles

Bomb (x7), Medic, Oracle, Photographer, Sheriff

## Description

In this set-up, the use of Bomb works as the Villager equivalent due to three Ninjas. Still, it is not ideal for all the Ninjas to die early as the Tagger cannot perform kills on a Bomb without dying.

Sheriff works as a one-time Suspect Mind (unless they shoot town PR) as they will die upon shooting Bomb. It is high risk high reward shooting and may be best used to resolve CC wars.

Photographer and Oracle work as a one-shot investigative in this set up, as it does not have a Cop.

Medic is the fourth town PR and should be trying to predict who will be night killed. They should not use Night 1 as Mafia cannot kill.

It's not overly imperative for Mafia to kill PRs imminently as it is auto-loss for Tagger if they are the last one remaining with the Bombs alive.

Tagger tries to find PRs so they know who's PR and who's Bomb. It's probably more worthwhile for Ninjas to bus Tagger once enough Power Roles are known to the scum team to become expendable.

This setup was originally Informed Day Start, but has been changed to No Kill Night 1 to give Tagger a chance to tag someone.

Claiming CC'able Power Roles (Medic or Oracle) is always a good call for Mafia to bait a CC.

## wangabombs+

### Code

Copy to clipboard 5a1b36a1b87a1b4a9b31a1b77a3b1580766301a1b10a1b1556390101a1

5a1b36a1b87a1b4a9b31a1b77a3b1580766301a1b10a1b1556390101a1

Expanded variation of wangabombs

### Town Roles

Bomb (x9), Bulletproof, Medic, Oracle, Photographer, Rifleman

### Creator

RandomGuy

This setup can be increased to 19 players by replacing Sheriff with Rifleman, adding two Bombs, adding a Bulletproof, and adding a Thief.

Thief can prevent Oracle and Bulletproof from being effective by stealing their items. However, mafia is in a bad position if only Tagger and Thief are alive.

Sheriff gets swapped for Rifleman to prevent Thief from outting themself if they steal their gun and choose to shoot someone. Keep in mind that Thief still dies if they shoot a Bomb.

## Trivia

* This setup is named after Shobombs
* The original title was *3 Ninjas Walked Into A Bomb*, but nobody called it that
* Froggo43 has created an alternate version to this set up - 7 Bomb, 1 Lazy Tracker, 1 Medic, 1 Photographer, 1 Rifleman, 3 Ninja, 1 Tagger - as he thinks that it's not fair for Tagger to be in a position where they are forced to kill Oracle
* Froggo's version is called *froggobombs*
* The set up started off using Nervous Sleepers instead of Bombs and a Sergeant instead of a Sheriff. It was later changed when Xinde said that Medic being able to save Sergeant when they took their shot was broken
* Wangalang later went on to properly make a set up using NS/Serg called Nervous Sleeping in Seattle
* This is wangalang's favourite self-made set up
* Wangalang has another similar set up to this one called Bombalang
How To Play Marksman

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> *Always keep the gun pointed in a safe direction. Always keep your finger straight and off the trigger until you are ready to shoot. Always keep the gun unloaded until you are ready to use it. Never point the gun at anything you don't intend to destroy.*
>
>

## How To Play Marksman

### Code

Copy to clipboard 65a1b75a1b86a1b7a1b32a1b57a4b5a1b31a1

65a1b75a1b86a1b7a1b32a1b57a4b5a1b31a1

Basic Marksman-focused setup.

### Town Roles

Bulletproof, Cop, Medic, Miller, Villager (x4)

## Description

Extremely traditional setup with Marksman in the mix. Proper gunplay and analysis of aforementioned gunplay can pay off big.

## Optimal play

Not much to say here that is out of the ordinary. In LYLO every town member should do their best to try to open-signal to MM to shoot incorrectly, which will at least confuse MM enough that town might be able to prevent MM shooting or at least have the chance of a quickhammer.

### Bulletproof

Try to bait either the night kill or MM's gun. Doing so earns town an extra MC.

### Cop

Generally not recommended to be too open while MM gun is still in play.

### Medic

Scoring a save helps immensely, but at least discouraging mafia from killing your strong town reads is also helpful later in the game.

### Mafia

With 2 MCs and avoiding BP, mafia can score a quick win, so it actually pays quite well for MM to have good reads and for the meeting mafia not to bus MM. A good rule of thumb is to not hard-push MM early since they will tend to shoot the first person to do. The meeting mafia know the identity of the Marksman.

### Godfather

Basic meeting mafia with investigation-immunity. Should generally play for late-game as a contingency plan. Don't pick a night kill too quickly if the basic Mafia is dead; this gives the illusion of a discussion at night, and as such, leads town to believe that they were Miller.

### Mafia

When going down, try to not be overtly scummy to at least seem like Miller.

### Marksman

Don't just shoot ASAP. Holding your shot as long as possible can pay off immensely as often you may be able to eek out a win as the last mafia.

If you are going down anyways, you should at least try to bait out a PR CC to shoot them.

Marksman as a role has a surprising amount of depth and options to it. It's more than just the ability to kill someone else on-demand; it can also significantly alter the course of the game.

Remember that your teammates know who you are, but you don't know who they are. If you don't have a good read on who is mafia and don't seem to be in an immediately losing position, it is fine to go with the flow and hope your teammates have a better plan than you.

## Trivia

Inspired by dearth of smaller setups and iateyourp1e's video of the same name.

Also intended as a beginner-friendly setup.
Power Villy 13

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### Code

Copy to clipboard 28a1b7a1b75a2b1572486115a1b31a1b32a1b1552856661a1b45a3b1555727200a1b59a1

28a1b7a1b75a2b1572486115a1b31a1b32a1b1552856661a1b45a3b1555727200a1b59a1

### Town Roles

Announcer, Bozoman, Cop, Martyr, Medic, Miller, Paranoiac, Sleepwalker (x3)

## Description

A setup based around the various villager roles that uses low mafia numbers to make up for the large number of villager roles and low town power

## Gameplay and Roles

While Cop's reads are nearly absolute, getting town to believe them won't always be easy. Diva's ability allows it to counterclaim Cop convincingly, and leave town wondering which was the real claim after both have died.

The large amount of different villager roles can be somewhat random, with Announcer, Bozoman, and Martyr being high-variance roles that come into effect randomly. This is somewhat helped by Diva's checking ability.
Reports Of My Death Were Greatly Exaggerated

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57a5b7a1b32a1b51a1b65a1b69a1b72a1b31a1b76a1b34a1b1558240320a1

and, as always, crier is town.

## Description

The setup is designed around both town PRs and mafia using death WIFOM to gather info and using timed role reveals in order to scumhunt.

## Optimal Play

The existence of godfather, miller, and hooker, along with the use of medic as a relatively weak protective, discourages a reliance on cop for reliable info in favor of scumhunting and the use of proper surveyor play to provide information regarding the roles of dead players.

Janitor and mesmer exist to provide information about flips to the mafia, with the added wrinkle that mesmer is available for use in fake claiming to soft "confirm" a mafia and/or frame a suspected villager as doing the same.

Hooker discourages early PR claims and provides a plausible mechanism for mafia to fake claim sergeant.

## Trivia

Inspired in part by summit mafia and some old vet's crier setups (wanna say it was wishfulahoge but don't quote me on it), Reports Of My Death Were Greatly Exaggerated provides a simple, scumhunt-heavy setup that encourages creative PR claiming from both alignments in order to obfuscate information from the other.
Example Role

> Role Description Line 1
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> Role Description Line 2
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> ...
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> ...
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> ...
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> ...
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You can leave the image and caption blank if no custom art has been made (which is true for the vast majority of roles)

### Type

Investigative/Protective/Killing/item-giving/roleblocking/Ect (can be multiple)

### Choice

Night/Day/Post-Lynch (leave blank if it does not choose anything)

The Scumbug is a useful & unique role for...

## Trivia

**To use this example page's formatting, click (edit), copy all the elements, and then paste in the page you are creating. None of the paragraph parts have to be directly followed, but a good amount of content should be included.**

## Making of a role page

* Add an infobox
* "Role"
* Fill out infobox with information (it is ok to leave Image and Caption blank)
* Add the role's description in block quotes at the top of the page
* Write a description
* Further add relevant information. This does not have to be with the exact formatting or section as here, just include as much information as possible with it neatly confined in sections
* Link pages. Linking to nonexistent pages is fine as long as it is known that that page will exist in the future
* Add categories (Alignment, type, choice, "Role", ect)
How to Fail as Rifleman

<-- Back to Setups

57a4b4a1b7a1b5639273a1b65a1b86a1b1596417444a1b10a1

## Description

This setup was designed as a spinoff of the classic How To Play Marksman, with a few key changes, such as town having their own firepower and the bomb increasing the danger of a risky shot from a marksman.

This setup is a more power-heavy version of HTPMM, where Bomb, Rifleman, and Crook all act as important roles that can shift the balance of the game in their favor.

## Optimal Play

Rifle and Marksman are both simple, Rifle intends to shoot any mafia, while MM intends to hit the Cop. Patsy is there to give mafia a chance to signal to the MM, and no protectives means the cop must be careful with how they play as they can both be shot/night killed without fail. The Crook is the only means the mafia has to killing the Bomb, and their power should be used wisely.

## Trivia

* This setup used to be known as "How to Pog as Marksman"
NewD3 M

This is a good setup to introduce new players to closed games. It consists of 9 possible setups, and is intended to be a somewhat vanilla experience.

## How to use it

The host should inform the players they are using the NewD3 M, sending a link to this wiki page, and use random.org to generate a number from 1-9. Then, use the setup listed with the number generated.

### Possible setups

1. 57a5b69a1b1540004252a1b7a1b12a1

2. 69a1b57a5b1540004252a1b35a1b52a1

3. 57a5b69a1b1573416236a2b1540004252a1

4. 57a5b52a1b1540004252a1b324a1b87a1

5. 57a5b1540004252a1b324a1b87a1b35a1

6. 57a5b1540004252a1b87a1b52a1b12a1

7. 57a6b75a2b7a1

8. 57a6b75a2b35a1

9. 57a5b75a2b1573416236a2

## Visualization

 B
 C

Choose 1 Row and 1 Column. add the mafia role from the column, and the 2 town roles from the intersecting row. For example, I may choose Tagger, A. In this case, i add Tagger, Fruit Vendor, and Tracker.

Add these roles, and then fill in the rest with 1 Busboy and 5 Villager.

For the setups in column Mafia, it is mechanically identical to have 2 Mafia as the scumteam.

## Trivia

This setup was originally designed for MafiaScum by RadiantCowbells , and was ported to mafia.gg by IlluminatiLizard.
CBNG8

## Description

CBNG8 (Cool But Not Good 8) is a semi-open created by camelCasedSnivy featuring 9 setups, each one based on an alignment from DnD. For each individual setup, there is a unique town PR who knows the exact setup, as well as a mafia role which can narrow it down to 3 specific setups. The Parity Cop is the main PR in the game, being the only investigative (aside from Nurse with one mafia remaining). This setup is headstart.

## Codes

Lawful Good: 69a1b38a1b57a4b1540004252a1b12a1 (Doctor + Hooker)

Lawful Neutral: 38a1b57a4b1540004252a1b75a1b31a1 (Medic + Mafia)

Lawful Evil: 38a1b57a4b1540004252a1b9a1b1538276587a1 (Bodyguard + Hitman)

Neutral Good: 38a1b57a4b1540004252a1b75a1b35a1 (Nurse + Mafia)

True Neutral: 69a1b38a1b57a4b1540004252a1b1565222419a1 (Goof + Hooker)

Neutral Evil: 69a1b38a1b57a4b1540004252a1b16a1 (Phantom + Hooker)

Chaotic Good: 38a1b57a4b1540004252a1b75a1b1559001189a1 (Guardian + Mafia)

Chaotic Neutral: 38a1b57a4b1540004252a1b1583467528a1b1538276587a1 (Emcee + Hitman)

Chaotic Evil: 38a1b57a4b1540004252a1b1538276587a1b10a1 (Rifleman + Hitman)
Love, War, and ZOMBIES

### Code

Copy to clipboard 19a1b8a1b4a3b7a1b51a1b22a1b14a1b1565222419a1b18a1b99a2b10a2b1558372324a5

19a1b8a1b4a3b7a1b51a1b22a1b14a1b1565222419a1b18a1b99a2b10a2b1558372324a5

### Town Roles

Arms Dealer, Blade Master, Bomb (x3), Cop, Crier, Dog, Goof, Grandma, Rifleman (x2)

### Description

Who do you trust in this zombie apocalypse? Work together to prevent the monsters from winning!

### Arms Dealer & Blade Master

Give weapons liberally. You need everything you can. Don't worry about giving weapons to zombies, as they don't know each other

and only want to survive.

### Bomb, Rifleman, Grandma and Crier

The main threats to zombies other than weapon givers. Bombs cant be shot, Riflemen have killing power, Grandma cant be visited and Crier will always out day 1 to stay in Town's side.

### Goof

You cannot receive items, so beware of that.

### Doctor

Doctor doesn't like to reveal because they cant save zombies of course!

### Cop

Cop outs day one because they patrol the city. They are used to confirm the Drunk and Grandma.

### Lover

Surviving is more important than anything. Your main threat is town, as zombies win nothing by converting you over someone else.
Playing Antitown: The Dos and the Don'ts

### Introduction

Playing Mafia.gg can be boring. It's a very attentive and skilled game. Even if you play your best, you will still be condemned, or killed, or even completely ignored. It's frustrating at the least, and can lead you to believe that the game isn't worth playing. But, there's a superior strategy. A *better* strategy. Playing antitown. This guide is made with the assumption that your role is Villager. Playing antitown is generally not reccomended for Third-Party, Mafia, PRs, etc.

There is absolutely no reason to not play antitown. Take it from me, aprilcot. A gamer. Never sussed, never bussed. Always the town leader and never in the scumcircle. Always killed by mafia for the sheer townenergy. How do I do it? I don't. I just don't try.

Is this morally correct? Yes! Of course! Naysayers like jeteon are completely uninformed in the topic and will tell you that playing anti-town is a bad thing. Playing antitown has multiple benefits with little to NO drawbacks! Some benefits can include:

* Having fun while playing.
* Getting your scumreads across easier.
* Making town pay attention to you.
* People having fun listening to you.
* Protecting power roles from night kills.
* Making yourself live longer.

### Claiming a Different Role

A staple of antitown plays and one of the most effective. It is captivating and charismatic, and it is a given that you will take center stage. There are many reasons to claim a role. You could be protecting a power role, or baiting the night kill, or simply having fun.

Do **NOT** counterclaim a power role. Especially when they are being voted. Claiming PRs that are present in the setup is tricky, but it can be done with articulation.

### Openwolfing

Openwolfing is a well known strategy and is generally seen as scummy behavior. However, it can be a valuable asset when mastered.

Claiming mafia with no purpose makes you look scum. It contributes nothing to town's wincon and only makes you a condemn target. Play antitown, not pro-mafia.

Instead, claiming mafia and pairing yourself with your scumread is a great way to start a push on them. It's unique and strange and will compel people to believe you. You can still be sussed, but the chances are low.

theres more but i dont currently have the energy to write it
How to play poorly at mafia. By Guyboomy

I have played this game for half a year and I've noticed I'm bad like really bad. So here is a guide for how to play mafia poorly.

## Playing town

When playing villy don't say your villy. This will result in you being voted off. Why I don't know.

The next thing is to not say, "why me." Why me = fry me.

Don't be quiet while playing pr be active or you will get voted and you will have to claim your role.

When playing cop reveal if you have a sided even if the doc is dead.

Don't try getting confirmed people voted off.

If you're middle at a seer list they vote you out. Mostly seen in randoms. No idea why.

## Playing mafia

Don't try to kill the person who susses you.

Don't talk at the end of the day.

Notice if it is day start

When being sussed don't give up, try to fork the sus over to someone else

Do bus your teammates if necessary.

Kill the person who think that you + a non teammate / teammate + non-teammate are paired so everyone will think their pairing is true.

Don't go in the bathroom in the middle of Day. This will result in you getting voted out.

This was my bad guide for how to play mafia poorly.
Hit Me Busboy One More Time

<- Back to Setups

### Code

Copy to clipboard 1540004252a1b1583467528a1b1538276587a1b31a1b1552856661a1b84a1b45a2b52a1b1587533794a1b200a1b57a4b32a1

1540004252a1b1583467528a1b1538276587a1b31a1b1552856661a1b84a1b45a2b52a1b1587533794a1b200a1b57a4b32a1

Tried to make a setup that makes Vash useful

### Town Roles

Emcee, Medic, Miller, Paranoiac, Sleepwalker (x2), Tracker, Vash, Villager (x4)

## Description & Play

This is a relatively vanilla setup which explores the Vash/Paranoiac/Hitman/Understudy interaction.

Town has five claimable Power Roles - Emcee, Medic, Paranoiac, Tracker and Vash. Paranoiac is unccable, though the others are all visitors and can be proved if the Emcee is outed.

Emcee ideally wants to bait a kill in this setup and Busboy protects the other Mafia.

Visitors are statistically likely to be town but there is a Scout and an Understudy. If Understudy converts to Hitman, mafia receive an extra KP but converting to Scout means not all visitors are confirmed.

A day one Hitman shot prevents Vash from being able to steal their bullet but a delayed shot means there's more room for Power Roles to be outed.

Vash can also steal one of the Paranoiac's bullets too.

Non-visitors for Tracker and Scout are all the Villagers (not SW), the Miller, the Paranoiac, the Emcee and the Hitman (if Busboy is still alive). Tracker can also see Understudy visiting self if they are converting on the same night they are checked, outing them.

Medic should be trying to predict the night kill each night.

## Trivia

* This setup originally had a Fall Guy instead of a Miller
* This setup was made because wangalang wanted to name a setup Hit Me Busboy One More Time after Britney Spears' song …Baby One More Time so it had to have a Hitman and a Busboy
* Another setup that uses the Vash/gun interaction is One Night Stand
Klutz

## Mechanics

The Klutz is a role functionally identical to Buffoon and Goof, but is instead a Mafia role, The Klutz cannot receive items, and will refund shots to any Detonator, Fortune Teller or Weaver.

## Use & Power

Assuming there are no Goofs or Buffoons in the setup, item giving roles act like investigatives because if the Klutz didn't get whatever item they were supposed to get, they are an outted Klutz. An example of this is in Outlaws with Immunity Idols. Klutz also acts immune to any Detonators who would try giving TNT to them, which is likely one of the only things good about Klutz. There are also setups like Civil Arms where all the mafia are Klutz so mafia cannot get Guns, but there are Buffoons so the Arms Dealer dosen't act like an investigative.
Roles

There are 243 roles as of the latest update. This page's list and descriptions are accurate up to July 2021, with the other roles after that being:

-Town: Defector, Regent, Tactician, / Guilty Conscience, Impulsive, Gossip, / Administrator, Author, Genie, Puppy, Security Guard, Eavesdropper, / Bus Cop, Decoy, Veterinarian, (Random On-Codemn Villager)

-Third-party: None / Beekeeper, / Liaison, Sharpshooter / Stray Kitten, (Random Non-Scum Third-party)

-Mafia: Butler, Deathcaller, Kingmaker, / Iatrophobe, / Bee Thief, Bouncer, Capo, Mudslinger, Remorseful / Dentist, Reaper, Tank, Grandparent, Ticketmaster, (Random Balanced Meeting Mafia)

First : February 18, 2022

Second: August 8, 2022

Third: October 31, 2022

Fourth: February 16, 2023

It does not include the four event roles: Moko, Bolthus, Groundhog, and Robot Santa... and Unknown. Role pages tend to be a bit more informative than the Official Mafia.gg Roles List.

### Roles

A role is a combination of Alignment and Powers, that a player is given randomly at the start of the game. The role of a player will determine their goals and means of achieving it. For example, the roles Cop and Mafia play extremely differently with their own abilities and win condition.

Any given setup has roles in it, which will be chosen from randomly and given to players alongside a character to play as for the game. Roles are not always permanent, but in most games a player will only ever have one.

### Suggesting Roles

Roles can be brainstormed, discussed, and submitted on the mafia.gg Discord. The vast majority of roles submitted will not be added to the game. Most of the roles that are added to the game either come from other mafia resources or from the discord. Before making a role, make sure to read the pins!

### How can I contribute?

Here is the Example Role. Use that formatting, and try to talk as much as possible about what makes the role what it is!

### Dependencies

The majority of roles functions without relying on any other roles. For example, the Cop, Doctor, and Arms Dealer roles do not require any other specific roles or specific types of roles in the game to function. However, a role like Agent requires a very specific setup to be able to work. Here is a list of role dependencies.

## All Roles

Full list of all roles currently in Mafia.gg, their alignment, effect, and date added.

### Categories

Role pages have categories in them. The meanings are as follows:

* Investigative (receives private system messages)
* Protective (prevents kills on a player, even self)
* Manipulative (Visit interference)
* Lying (Makes themselves or others appear incorrectly to Cop or appear incorrectly on Death)
* Post-Vote
* Killing
* Self-confirming (Anything that can output system messages or is just unreasonable for mafia to claim, like FV)
* Communicative (Communicates)
* Conversion
* Negative-Utility (Harms its own alignment)
* Unaware (Does not know its own role)

## Guides

* Firefly7's guide to role-crafting
* Brief Guide to role-crafting
President

> Revealed to all Town-aligned players at the start of the game
>
>

> Upon death, all Town-aligned players die as well
>
>

The President is a unique role that only works well with setups built around it. With its ability that singlehandedly wins games for mafia, it's important for the President to stay hidden by any means possible. Given that any role reveal will increase the knowledge the mafia have of who the President is, President changes the dynamics of role reveals.

## Mechanics

President will kill all town only if they *die*. Being converted leads to no harm being done. As such, a Mason group converting President is a top priority, and a Yakuza converting President is a big loss for the mafia.

Presidents will be revealed in the same order to all town members. Due to this, it is technically possible, with multiple presidents, to create codes which can only be decrypted by knowing both the presidents and the order they appear in. This is debatably cheating.

## Use and Power

President requires setups to be built around it, and is often a delicate balance. Too little protection, and the mafia team can randomly win at any point by guessing the president. Too much power, and the downsides of President become negligible (and town will likely steamroll the mafia). It's important to have President always under threat, but never have mafia be safe enough to act that they'll win anticlimactically. President allows setups to have more power roles than usual, since their main strength (revealing themselves) is offset by how Mafia now has 1 less president candidate to worry about.

A popular setup involving President is 5-Man Conplan, which uses the role to make town into an informed majority that wants to fool the mafia.

President is rarely used in closed setups as it is a major influence on the game that should be announced beforehand.