recursal/Fanatic-Fandom huggingface dataset:
Scumbag

> *Wins if alive when Town loses*
>
>

**Scumbag** is a vanilla Third-party role that wins if alive when any non-town-aligned player wins.

## Mechanics

Despite the Scumbag's role description, Scumbag can actually win with Town. This is a common misconception of the role. To win, Scumbag simply needs to be alive when any non-Town player achieves their win condition. This includes roles like Survivor and Executioner, who can joint win with town. Because the Survivor is joint winning with town, and the Scumbag is joint winning with the Survivor, the Scumbag is technically joint winning with town as well.

Scumbag, unlike most roles, can joint win with a Jester or Selfish Fool.

## In Setups

Because most setups do not include third-party win conditions (most setups include solely town and mafia), Scumbag is often redundant in setups, and it makes more sense to use Traitor instead. Listed below are some reasons why an individual might choose to include Scumbag in a setup rather than Traitor:

* There is a third-party role that isn't forced to joint win with town or mafia.
* Since Traitor is a lying role, a setup designer may choose to use Scumbag because it is not a lying role and may appear favorable or unfavorable to Polygraph as desired.
* Since Scumbag is a vanilla role, and Traitor is not, a setup designer may choose to use Scumbag because it appears as vanilla to Vanilla Cop.
* Scumbag wants must stay alive to win. Traitors can self vote in CYLO; Scumbags cannot: they must vote with the mafia to win. In a RR Off setup, Scumbag can be used to prevent town from automatically losing if Scumbag is alive in CYLO, whereas with Traitor, mafia would automatically win.

Scumbags may also appear in a setup if a Tax Collector converts another third-party role. An example of use for this in a setup would be for Tax Collector to convert Thorne to Scumbag, forcing them to side with the mafia and denying them of their ability to choose a role to convert to.

## Gameplay

In setups with no other third-party roles, the Scumbag plays similarly to a Traitor, as well as a Survivor. The Scumbag must team up with the Mafia to joint win. However, the Scumbag needs to stay alive, unlike a Traitor, and may attempt to signal their role to avoid being killed. Scumbag cannot make as risky plays as a Traitor due to their needing to be alive to win.

In setups with other third-party roles, Scumbag must be aware of the win conditions of the other roles present in the setup and use that knowledge to their advantage. Staying alive is their priority, as is ensuring that any mafia or third-party win condition is met.

If converted to Scumbag (by Tax Collector), players must become aware of their new win condition and play towards it to the best of their ability.

## Trivia

* Scumbag is one of three vanilla roles, alongside Villager and Mafia.
* Scumbag has one of the most poorly-worded and commonly-misconceived role descriptions of any role.
Bombalang

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4a7b83a1b31a1b77a2b36a1b1610848791a1b47a1b87a1b1596390851a1

Fan-favourite Thorne has to be clever about whether to Town or Mafia side as it cannot kill the "vanilla town" of the setup, limiting their options.

### Town Roles

Bomb (x7), Medic, Oracle, Profiler, Soloman

## Description

This setup is an adapted and more modern version of 3 Ninjas Walked Into A Bomb. Once again it is pretty detrimental for Mafia to have both Ninjas die early. Meteor is disabled in this setup so Mafia have the option to no kill at night, but still should be able to kill off PRs if the PRs are still alive.

Thorne CANNOT perform a kill on a Bomb without dying, so they cannot shoot the vanilla town in the setup. They however will survive as a Bomb if Medic saves them on the same night. If there are three kills on one night that means Thorne has hit a Bomb and also died (but converts to Bomb, so they still have a wincon). If Thorne dies to Mafia without killing and converting to another role, they die as Thorne and cannot posthumously win.

It is the Thorne's decision whether to town or scum side. Since they die whilst shooting bomb, you could shoot between CC wars, since they are (almost) guaranteed to convert to a PR or Mafia, but Medic and Jekyll will be trying to strategically save so Thorne can't convert.

Jekyll can go and save anyone they think may be shot by Thorne.

Profiler can work as a pseudo-Vanilla Cop and look for bombs, but can choose to search for Ninja since having Ninjas down means Mafia cannot perform kills safely. Profiler can also find Soloman (interesting to note that it is the only 'true' investigative that can find Soloman/Impostor).

Soloman should be fooling Tagger by picking a PR role. Medic is a good choice, to ensure real Medic's survival, Oracle and Thorne aren't bad because it prolongs the Soloman's survival. NEVER pick Bomb. It will confuse the living hell out of town. Picking a Mafia role is not advised either unless they are confident about being nightkilled.

Tagger should be keeping track of their tagged targets.

Medic should be trying to stay alive to save town. They probably don't need to go on the Oracle claim since either Thorne will kill it for a reveal and town-side or Jekyll will be saving Oracle from Thorne's kill.

## Trivia

* Wangalang discovered the Bomb/Thorne bug that went on to break the site. Previously, Thorne shooting Bomb caused a game error. This setup idea sparked the Bomb/Thorne conversion question which lead to the bug discovery
* The bug was hot-fixed immediately
* However, there is another current bug where if the Mafia and Thorne target the same person, there is a 50/50 chance that the role will be hidden (by saying "Town-Aligned") which makes who Thorne killed ambiguous
Finalize Vote on Majority

Finalize Vote on Majority is a setting where instead of all players needing to vote for the condemn to be decided, and then being decided on plurality, the vote will end when a given percentage of players have voted for one person. If the day ends before this happens, plurality mechanics still apply. If this happens before the day ends, there will be no penalty for not voting.

The three settings for percentages are 51% (Simple majority) 66% (Two-thirds majority) and 75% (Three-quarters majority). The amount of players required will be rounded up.

## Gameplay

The setting allows for each individual vote to have more importance, applying more with lower percentages. With any of these settings, players cannot stall the day by trying to defending themselves once players have already voted them. Additionally, players who are slow to vote or have left the game can no longer cause the day to go to full timer. Many more days will end early with this setting, and many less last-minute decisions will happen.

A downside to this setting is that vote-happy players may vote too early and stuff out a player defending themselves, causing less information to be gained from a condemn and less information to be properly used when deciding it. Generally, this setting works best with patient players.
Consifom

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*Sometimes, one must find the courage to pull the trigger. For survival is a part of life, is it not? And survival and death are simply two sides of the same coin. It only matters who gets which end.*

## Consifom

### Code

Copy to clipboard 5a1b61a1b19a1

5a1b61a1b19a1

Retracts? What are those?

## Description

As when any gun-holder knowing the identity of both other players leads them to win, all sides have reason to fakeclaim and try to trick the opponent into shooting wrong.

## Play

The Arms Dealer must appear to be the correct role to the Bulletproof and the wrong role to the Consigliere. As such, many fakeclaims arise and it must be deciphered who means what.

The Bulletproof, if given the gun, needs to find and shoot the Consigliere. If not, they must be convincingly Not-Bulletproof enough for the Consigliere to shoot them.

The Consigliere, if given the gun, needs to find and shoot the Arms Dealer. If not, they must appear to be Arms-Dealer enough for the Bulletproof to shoot wrong.

Or, it's possible no gun was given at all.
Recovered, Reused

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### Code

Copy to clipboard 1595571568a1b57a5b1559319559a1b31a1b1558240320a1b1565316812a1b1611988621a1b1580928590a1

1595571568a1b57a5b1559319559a1b31a1b1558240320a1b1565316812a1b1611988621a1b1580928590a1

Graverobber can amplify the power of Tailor.

### Town Roles

Medic, Stooge, Surveyor, Vanilla Cop, Villager (x5)

## Description

Vanilla Cop can divide players between villager and not, but their credibility is lessened due to the mafia's access to suits. Graverobber can further cause confusion by stealing a suit from a dead player.

## Town

### Vanilla Cop

Vanilla Cop can divide players between villager and not, but their credibility is lessened due to the mafia's access to suits. Graverobber can further cause confusion by stealing a suit from a dead player.

### Medic

Medic should protect town members while not roleblocking Surveyor.

### Surveyor

Surveyor can verify which roles are alive to nullify the effects of suits. Claiming early may prevent a successful survey!

### Vanilla Cop

Vanilla Cop knows that most town members are vanilla, while all mafia members are not vanilla. Vanilla Cop's checks are not weakened by suits. Stooge appears as 'Not Vanilla' to the Vanilla Cop, so they are the "Miller" equivalent of the setup. Mafia may try to subtly push the VC to check the Stooge, since all mafia members (meeting and non-meeting) know the Stooge.

## Mafia

### Graverobber

Graverobber can reuse suits by recovering them from dead people.

### Tailor

Tailor's suits can disguise deaths. Stooge can be suited to appear mafia-aligned and appear not vanilla.

### Wannabe

Wannabe should locate fellow mafia and roleblock Surveyor. Wannabe's checks are unaffected by suits.

## Trivia

* This setup was created for RandoGuy's first setup challenge and won.
Guns & Hookers

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19a1b7a1b69a1b75a1b57a3

Scumhunting & gunplay

## Description

Guns & Hookers (often simplified to GnH) is a small, action-filled setup with a focus on gunplay and scumhunting. Despite its simplicity, it is one of the most often misplayed setups. The small amount of players and high ratio of Mafia to Town makes every action important. If Town shoots wrong, the Mafia only needs to miscondemn one time.

## Gameplay

### Villager

If you get the gun, announce it. If you don't, say 'ng' to indicate that you don't have one. You will more than likely have to make a read if the Cop has a blue read, or is dead, or got hooked, or got their read on an AD.

### Cop

If you get the gun, and your read is blue or blocked, announce it. If you get a red read, shoot the red read without outing. If the gun doesn't reveal you, you could live to get another check. If you don't get the gun, say 'ng' and then announce your Cop report.

### Arms Dealer

Just confirm who you gave the gun to if no one is outing with the gun. More than likely, if no one is announcing gun, the Mafia has it. Or there is a 1 in 5 chance you got hooked and no one has a gun.

### Mafia (Role)/Hooker

You can seem blue by announcing you have the gun and then shooting a villager with your shot to make it 'look' like you just had a bad read. But Town might condemn you for it. Holding the gun is very scummy and you will be outed, but it's a fine play if you're waiting for the Cop to out with their read. Bussing your own maf with the gun (especially if you're Hooker) is a fine play, although it could be picked up by experienced Town players.

### Dealing with Cop Claims

If you are Town with a gun and there are two Cop claims, the gun will help decide who is true. Usually, shooting a red read is the correct play. It protects the real Cop. If both have blue reads, you'll have to decide which one is more legit.

Once the dust of the gun settles, you'll have to 'scum-hunt' unless it happens to be auto. It becomes auto if a villager was the n1 kill, the AD outs, Cop has a blue read that's NOT AD, and Town has the gun.

The regular Mafia (not Hooker) should aggressively CC Cop in case of a situation where it could be auto, to cause confusion in Town. The more confused a Town is, the more likely Town would shoot another Town (or a PR) and miscondemn.

- Guide courtesy of NYRambler

## Variants

All variants can be played nightstart or headstart, though nightstart is the format they were originally designed for.

## Guns & Hookers+

### Code

Copy to clipboard 7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4

7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4

## Guns & Hookers++

### Code

Copy to clipboard 7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4

7a1b73a1b1581354568a1b1596417444a1b1580879842a1b57a4
Snivy used Attract!

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5a3b1577500425a1b67a2

3 Tepigs and an Oshawott must team up to take down two of the superior starter Pokemon

# Roles

## Snivy (Succubus)

On night one, you can either seduce a player, or not seduce anyone and claim to be seduced the next day. This way not all players who claim to be seduced really are Town. You may also cc Jack if absolutely neccessary.

## Oshawott (Jack)

On night one, you can either investigate a player, or kill a player. If you investigate a player, you will not risk piercing a Bulletproof's vest. However, if you get a sided, you will need to out in order to kill the sided, and you would likely get killed tommorow. You can also kill, which risks piercing a Bulletproof's vest, but if you hit a Succubus, they will die without you having to kill them. Protecting a player should rarely happen, and you should only do it if someone you believe is a Bulletproof is fakeclaiming Jack.

## Tepig (Bulletproof)

Play as the common role. If your vest gets pierced N1, it was due to Jack and you should not say your vest is pierced as it gives Succubus an easy kill. You should only say your vest is pierced if you are getting voted. You can also play a bit risky and fakeclaim Jack and hope the real Jack does not cc you.
Crackerjack²

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### Code

Copy to clipboard 1661823768a1b1577500425a2b1588642540a5b1587533794a1b35a1b89a1b49a1

1661823768a1b1577500425a2b1588642540a5b1587533794a1b35a1b89a1b49a1

A setup where Jacks' power is counteracted by Bouncer and Trancer

## Description

Jacks are center stage! Their combined abilities may be enough to save town, but mafia has certain tricks to limit their power.

## Jack

With investigations and kills, Jacks wield immense power. Jacks should be aware of role interactions like Trancer who can falsely read as town and redirect nightkills.

## Nurse

Nurse's primary goal is to protect other players, yet it can also roleblock the final mafia to prevent nightkills.

## Bouncer

Bouncer's main goal is to suppress the power of Jack. Bouncer can stay on mafia members to prevent kills or investigations. By bouncing the nightkill, protection from Jacks and Nurse will be ignored.

## Trancer

Trancer's ability of redirecting allows them to appear as blue on investigations. Redirected Jack kills have the potential of outting the Trancer.

## Understudy

Understudy should fulfill another mafia role when available.

## Trivia

* Bouncer is unable to bounce Saints' save.
* A previous iteration of the setup included a Drunk, Patsy, and Godfather.
Bootcamp

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7a1b65a1b57a3b1565630670a1b75a1

a setup with two investigatives, but each one can only find 1 of the mafia

A short, protective-less setup based around each of 2 investigatives both only being able to find 1 of the 2 mafia. The Cop can only find the Mafia, and the Polygraph can only find the Godfather. Town is given 1 miscondemn and must condemn correctly twice, so they must make full use of the information generated by the PRs.

## Optimal play

When one power role has a guilty check, they should out their result immediately. A dead mafia member not only helps town towards win condition, but also confirms the other investigative's non-guilties as town.

## Trivia

The setup originally had no name and the name was instead meant to be for a series. Despite this, the name stuck as it correctly represents how the setup teaches basics.

This can be considered a more town-sided version of Carbon-14, as when a power role gains a red report in Bootcamp, the other investigative's non-guilties are cleared. In Carbon-14, the same investigative's blue results are cleared, making less confirmed town.

Extended by Triplecamp.
Coco's Epic Setup

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## Description

Mafia and killer joint effort to defeat the vested town. Evils try to eliminate jailer as fast as possible, so always try to find and kill jailer.

## Counter claims

Spy usually fake-claims as hit bp day 1. Killer hides and if jailed, claims agent in jail to not get executed.

## Play

### Night 1

Spy no-kill n1 to avoid hitting killer and prepare you message for the killer (read below)

#### Bulletproof

If your vest is hit, claim it! Evils will try to cc you.

#### Jailer

Jail your suspects. If your target claims unhit  Bulletproof, execute them to prove their innocence. They can survive executes, so don't worry about that. If you decide to not execute the target, then always reveal a code to your jailed person. If you become the center of town's attention, say the code word. This way you may confirm yourself if needed later.

#### Agent

Try to impersonate Spy while messaging killer to try to determine their identity. If you have a strong suspicion on who killer is, immediately out it to the town.

#### Spy

Notify the killer of who you are and give them instructions for the following night. Example message to killer: Hi, I'm TrulyOnlyOne, I hit zendigo last night. Say: "Holy Cow!" so I know who you are

#### Killer

You will receive messages from agent and spy with 2 names of who they are. Best strategy is to avoid hitting any of those names, so that you don't kill the Spy.
Shaman

## Mechanics

The Shaman is a role that can predict a player to be condemned each night, and wins upon making 2 correct predictions. It can joint win with any players or factions. It can also predict itself to be condemned.

## Use & Power

### Gameplay

Shaman plays similarly to an executioner while it doesn't have any correct predictions, except it can change targets each night at will, which makes it hard to find a Shaman. While it has one correct prediction, it can keep playing like an executioner or it can self-target and play like a Fool.

## Trivia

* Shaman is likely the least used third-party role in the entire game, and the second most garbage role, aside from Siren.
Anarchist

>
> Once per game, may choose a target to roleblock and sabotage their items (see
>
>
> Saboteur for item results)
>
>
> Once per game, may choose a target to frame as "sided with the Mafia" and steal their items
>
>
> Once per game, may choose a target to investigate and learn their role
>
>
>
> Can only use one action per night
>
>

## Anarchist

### Choice

Night

Anarchist is a mafia version of Jack which contains one shot of three different useful mafia abilities - Roleblocking, Tagging, and Framing. Its abilities to Roleblock and Frame are supplemented by item-based abilities to Sabotage and Steal, respectively. This makes Anarchist a well-rounded useful mafia role that can work well in a number of setups without being so unpredictable as to break them.

## Mechanics

Like other roleblocks, the Anarchist can only prevent active, visit-based abilities. However, the sabotage imbued makes it work against items as well, such as Oracle's ball but not against passives like Announcer.

The Frame causes Cop to see a red report when there otherwise would not be one, causing red-checked players to be able to argue their townieness. This will very rarely allow red-checked mafia members to get their way out of a condemn.

The tag is a simple role-learning that the mafia can plan around.

## Use and Power

The mechanics of Anarchist are great at dealing with investigative-related strategies (Cop especially) and item-based roles such as Bulletproof and Oracle. Its strongest ability is arguably the roleblock, which can prevent a Cop from investigating, sabotage an item on the same night as killing the item-holder, and prevent Agoraphobe from protecting itself. The Frame is useful in similar situations with Oracle and Bulletproof, though it does not take effect until the kill has already taken place. It's also a high-risk high-reward option to use on possible Cop checks, though doing so is a lot more common with nothing to steal. The tag is overall useful to know roles.

Anarchist does not give much away about the setup it is in beyond likely having some investigative to mess with. It works like Mesmer does in providing a 1-use role-learn, even if its other abilities are useless.
Poopfest

## Description

Poopfest (stylized in full capitalization) is a 10 player semi-open setup. The host will choose a random integer between 1 and 37, which will decide which setup will be used. Very little of the setups are similar in design, which means that most roles will know which setup number they are on. A few overlapping roles are present however, which often gives the added challenge of special analysis of people's behaviors in order to win your battles.

It is important to stress that all of these setups are very loosely balanced, which makes them perfect to use in a semi-open environment. Thank you for choosing to review POOPFEST.

Roll your setup here: https://numbergenerator.org/randomnumbergenerator/1-37

Or use the setup wheel: https://pickerwheel.com/?id=wRTWc

## Condemn Me for Funsies

### Code

Copy to clipboard 104a3b1558930946a1b87a1b58a5

104a3b1558930946a1b87a1b58a5

One of the possible setups you can roll in POOPFEST.

### Non-Default Settings

Day length: 3 minutes. Night length: 1 minute. Scale Timer: on

### Creator

Tagora00Gorjek

2 - 22a1b1573416236a5b90a2b103a1b1611085230a1

3 - 6a8b7a1b66a1

4 - 66a2b23a1b33a3b37a4

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8 - 21a7b76a2b89a1

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10 - 40a1b68a3b4a1b1611988621a5

11 - 68a3b4a2b1611988621a5

12 - 1599572963a5b86a1b106a4

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14 - 106a6b1573568724a1b93a2b62a1

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17 - 1539915457a4b1547802152a1b1572486115a3b1596416287a2

18 - 1573416236a9b1558372324a1

19 - 1611986711a1b1587533794a2b20a7 (pastebin says martyrs, but hunters are used here. will be fixed eventually)

20 - 98a10

21 - 1547802152a1b99a2b10a3b1538276587a1b19a2b43a1

22 - 1539825403a4b1552856661a6

23 - 1573568724a1b54a9

24 - 1611988621a2b1595571568a3b1577132908a5

25 - 66a2b24a8

26 - 10a6b86a3b4a1

27 - 1573568724a2b1576088848a8

28 - 322a2b51a5b323a3

29 - 75a1b201a9

30 - 201a1b106a2b1540783473a1b72a1b25a5

31 - 1596416287a3b22a4b1588642540a3

32 - 1557626901a3b22a3b43a1b70a1b101a2

33 - 101a1b98a1b107a1b1541122637a1b99a1b104a1b105a1b1558372324a1b93a1b97a1

34 - 101a1b98a1b1541122637a1b97a2b100a1b96a1b201a1b95a1b1580690992a1

35 - 98a1b68a2b1583467528a5b77a1b35a1

36 - 19a4b1556390101a2b8a4

37 - 1558930946a2b1567786474a8

## Optimal Play

In an attempt to prevent fluffing the setup page too much, I have decided to create a separate text file containing the roles that are in each setup and a quick description. It is hosted here.

## Trivia

- These setups were made in 3 days, and this plus the pastebin above took two hours and thirty minutes to create.

If you like what's here, add setup/balance suggestions! POOPFEST isn't in its final form and with your help we can perfect the idea.
Killing twice is twice as nice

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### Code

Copy to clipboard 324a1b65a1b1565222419a1b1577500425a1b1565223000a1b32a1b79a1b1565630670a1b57a5

324a1b65a1b1565222419a1b1577500425a1b1565223000a1b32a1b79a1b1565630670a1b57a5

### Town Roles

Fruit Vendor, Goof, Jack, Miller, Polygraph, Villager (x5)

### Non-Default Settings

Hide Roles Upon Death, 2 Kill Power Until 2, Informed Daystart

## Description

With 2 kill power and role reveal off, town has limited information. However, their 3 power roles can each find a mafia. Jack finds Klutz and Paparazzo, Polygraph finds Godfather, and Fruit Vendor finds Klutz. Each power role has a false positive, and they can be easily fakeclaimed by the mafia, so town must choose which reports to believe in and which to not. Additionally, the condemnation of the Paparazzo will be obvious because of the post-condemn phase.

## Gameplay and Roles

Town has to be careful, as very often town only has 2 MC’S. None of the PR claims are 100% trustable due to the nature of rr off. Bussing is ill advised as you just lose your 2KP.

There's a small amount of information that can be gained from only 1 kill occurring at night instead of 2. This can be indicative of a dead mafia, but is easily faked and also occurs when Jack saves.

Fruit Vendor: Your main goal here is to find Klutz/Goof. While you may only find one mafia, you giving fruits makes your death obvious. Give fruits to people who you suspect. Fruit Vendor is a fairly strong investigative here, so if used right, town can benefit from 1 truly confirmed mafia.

Jack: Jack has to be careful as if they shoot wrong, town will only have 1 MC. In this setup, it is better to go in the order of Investigate, Shoot, Save. Keep in mind that there are some false reds in the miller so not every red check is confirmed mafia. Your kill allows you to confirm yourself as town, but only if there are 3 kills on that night or 2 kills with a known dead mafia.

Polygraph: In this setup, Poly serves as a semi-good investigator as there are 2 liars, again with one of them being town. However, you usually want to condemn the person you got as liar

Goof: It is not a bad idea to hard claim D1 so Fruit Vendor can play around you.

Mafia: Due to the 3 PRS, all of you can get checked so try to play towny as possible. Claiming a power role is always a solid option.
JFK Assassination

19a1b4a3b86a1b40a1b323a1

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## Description

JFK Assassination is the ultimate gambler's setup. With one spy and a marksman, the mafia have to sus out the president with limited information in order to win the game. The only way for mafia to communicate with each other is one-way through the spy messaging their marksman partner.

If necessary, the spy can still night kill as well as the marksman's gun. But be careful, there are three bombs hidden within the town. And its unlikely they'll tell you who's who. So if you misfire and kill someone who isn't the president, it could cost you your life.

## Optimal Play

This setup isn't entirely akin to pulling a lever on a slot machine. It's not just by chance how you can sus out the president. If you're observant, you'll notice that most town members will avoid voting for the president. So by process of elimination you will be able to slowly narrow down who the president is based on how the town is voting.

You will also have a higher chance to kill the president, as well as a lower chance to hit a bomb by accident, the longer the game goes on. Since the town is forced to condemn, you will always have a higher chance to kill the president the longer the game goes on. Patience is rewarded.

For the town, your job is to confuse the mafia and keep the president hidden. Don't make it easy for them to read between the lines and figure out who the president is. Just make sure not to respond to any anonymous messages you get, even one response could tip the scales in mafia's favor.

Arms Dealers, be careful who you gun. Your gun could give the mafia another chance to shoot (if they don't hit the bomb on the first shot). You could give it to the president to be safe, but they don't know who's who either so they could end up blowing themselves up if they shoot a bomb by accident.

## JFK Assassination: Mafia.gg Edition

### Code

Copy to clipboard 86a1b19a1b4a3b40a1b1623980546a1

86a1b19a1b4a3b40a1b1623980546a1

### Non-Default Settings

Informed Daystart, Force Vote

This variation plays exactly the same as the original setup, but without the hassle of Spy needing to tell Marksman who they are and vice versa.
Apocalypse

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Semi-open setup where only one of the protective roles is useful.

## Description

Semi-open setup based on how it is impossible to differentiate between a mafia killing and a Zombie dying when roles don't reveal on death. Town, as such, doesn't know the setup, and thus doesn't know which of the two protectives present is useful.

## Algorithm

Direct players to this wiki page and use random.org to generate a number from 1-2. Then, use the setup listed with the number generated.

The setup either contains Assassin and Traitor or Scumbag and Zombie.

Both worlds are designed to be symmetrical.

### Possible setups

Copy to clipboard 57a3b68a1b12a1b44a1b106a1
Copy to clipboard 57a3b12a1b44a1b103a1b1558372324a1

## Variations

Assassin can be replaced with a basic Mafia, if desired.

### Extraneous rules

It is optional, but recommended, to play this setup with the following extraneous rules:

1. Psychiatrist cannot visit themself at night
2. Traitor loses if they get condemned (but doesn't lose if they are killed at night)

* + Alternatively, instead play with the rule that Scumbag *doesn't* lose if they get condemned

These rules help add to the symmetry of the setup. The first rule exists to nullify the asymmetry between Doctor and Pyschiatrist regarding the latter's ability to self visit, while the second rule bridges the gap between the fact that Scumbag loses if they get condemned but Traitor does not.

## Tips and tricks

* Traitor and Scumbag know the setup
* Town has no investigative role, so they are forced to scumread without the knowledge of associative tells
	+ Look for people who are pushing easy miscondemns like coasters
* Roles may not reveal on death, but if the game hasn’t ended yet, the role town needs to vote out is still alive
	+ It is unknown to both town and that role whether Traitor/Scumbag is alive, however
	+ Who dies still gives town info; if a particularly scummy player dies, it may be the Zombie world. And of course, in the Assassin world, someone who is tunneling a specific player dying indicates either a fearkill or a frame
* Traitor/Scumbag outs right away in final 3 to announce that they are alive, and hope that the remaining town won’t fakeclaim Assassin or Zombie to throw them off
	+ To avoid town fakeclaiming, a strategy can be to ask each remaining player which setup it is, and hope that the town gets it wrong.
* Assassin/Zombie should never out in f3 before the Traitor/Scumbag does in case they aren’t even alive, outting them unnecessarily and causing them to lose the game
* If no one dies on one particular night, Psychiatrist/Doctor each have a semiconfirmed town, but it is unknown which one is actually confirmed unless they saved the same player
	+ Doctor and Psychiatrist can also determine the setup depending on who they save: if the person Doctor saves dies, it's the Zombie world; if the person the Psychiatrist saved dies the next night, it's the Assassin world.

## Trivia

* Old version of the setup used Scumbag in both worlds, rather than having Traitor in the Assassin world. Was changed to allow both scum roles to know the setup.
TSIA

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## Description

TSIA is a setup heavily reliant on PRs leading. The Sheriff is the only killpower that town has and its power should be used wisely.

## Optimal Play

### Armorer

Giving vest to Cop and Sheriff is favored over giving to a villager. You can take a risk and try to predict the mafia's night kill. Try to not make yourself too obvious, as you can be killed/hooked if the mafia suspects you to be the armorer.

### Cop

Basic investigative role. You are much weaker than usual given that the mafia has the Fixer and Hooker in their arsenal. A NS check cannot be trusted until the fixer is dead. You should out when you have a sided or when you have enough info for you to out, but keep in mind that outing means that the Hooker will most likely stay on you if they're alive. However, if Hooker is dead and Armorer is still alive, you should claim to allow follow the Cop.

### Sheriff

As the Sheriff, you should out instantly d1 and lead town. Your gun is best used when you are certain on a mafia read. You may wait to use your gun in case a cc battle happens or if cop outs with a sided.

### Fixer

Fixing the hooker is favored over fixing the mafia, however, if you think the mafia is going to get checked by the cop, you may take the risk and fix them instead.

### Hooker

As the Hooker, you have multiple utilities. You may hook the Cop so they don't receive info, or you may try to find the Armorer by hooking them. Ensure to survive longer than the Armorer, lest follow the Cop be possible for town.

## Trivia

This setup is a BeyondMafia setup ported to Mafia.gg.

Abbreviation stands for The Sheriff is Arm(or)ed.
Bodyguard

> Each night, may visit and protect a player from being killed that night
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> The first time they protect a player, the killer will die
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> The second time they protect a player, the Bodyguard will die
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> If multiple attempts are made at once, the chosen player will die
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The Bodyguard (or BG for short) is a strong Town-aligned protective role which is mainly used in larger setups to increase the punishment for Mafia having predictable kills.

## Mechanics

The Bodyguard's killing ability will target a random member of a killing party. This means that, without Busboy, it may target any of the team.

If multiple kills happen simultaneously, the bodyguard will only kill one player.

## In Setups

Bodyguard is mainly used in setups with more than 16 players, as a stronger form of Doctor. Much like Doctor, it enables FTC, a strategy where investigatives may out to give information while under the protection of the Bodyguard. Most large setups have a foil to this, to prevent it from becoming a breaking strategy. One such foil is Marksman.

## Gameplay

BG may be more hesitant to claim than the average protective, as their save is much stronger than normal. Early in large games, they may refrain from CCing players, hoping that town will instead condemn them after they live for too long. This becomes much less true once it has already saved, as the Guardian power is much weaker and only to be used sparingly.

Given that Bodyguard's save is stronger than that of most protectives, it is more rewarding to go for gambits where a town member other than Bodyguard claims the role, and real BG goes on them. This can result in the townie being confirmed and a mafia dying.

## Trivia

Bodyguard, in development, was known as Dependable Bodyguard. This is because the original Bodyguard was Luckyguard, which is random.
Tax Collector

> *Each night, may visit a player and collect overdue taxes*
> *Will learn the taxed player’s alignment and convert upon visiting*
> *If the player is Town-aligned, they are converted to a Villager*
> *If the player is Mafia-aligned, they are converted to a Mafia*
> *If the player is Third Party, they are converted to a Scumbag*
> *Wins if alive when Town loses*
>
>

## Mechanics

**Tax Collector**, often abbreviated as **TC** or **tax**, is a Third-party role that can visit a player and vannilize them, converting them to Villager if they are Town-aligned, Mafia if they are Mafia-aligned, and Scumbag if they are Third-party. In addition to that, they learn the alignment of the Vanillized player, even if the conversion fails. They have the same win condition as a Scumbag: stay alive while Town loses.

## Gameplay

The Tax Collector wants to avoid hitting Mafia and target power roles. Because of how strong this role is, it is commonly used with Psychiatrist or Shogun. In terms of conversion, Psychiatrist is to Doctor what Shogun is to Bomb. Other than how it uses its power, it plays like a Scumbag, as it has the same win condition as one.

## Interactions

* If a Tax Collector visits a Trancer who entrances the Tax Collector, the Tax Collector will be converted to Scumbag.
Trancer

> Each night, may entrance a player
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> If a player attempts to visit the Trancer, they will be redirected to the entranced player instead
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## Trancer

### Choice

Night

Trancer is a mafia role similar to the Godfather in many ways, but with different mechanics. It can redirect visits away towards itself without the visitor knowing, allowing it to fool investigatives like Detective and Bishop. Its redirection also has other utility, like redirecting kills away from itself, becoming a false-confirmed save, or being immune to roleblocking.

## Mechanics

Trancer's redirect is not itself a visit - Trancer redirecting to Announcer will not result in the Trancer being announced. Trancer's redirect also does not cover non-visit actions, such as Oracle's reveal or Lookout's watch, or group visits, such as Mason conversion.

Trancer allows mafia roles that normally would never visit town to do so. Most notably, this is used for Fixer in the setup Pair o' Fixers.

Trancer cannot redirect Jailer's kill.

## In Setups

Trancer can serve as a GF-slot with higher strength. Since it redirects investigatives visiting it to town members, it can appear town to them, and as such make any town results they may get have some level of suspicion. However, it is usually unnecessary to include Trancer over a weaker false blue. It can also be used to make town killing roles like Sergeant and Jack less likely to shoot.

## Gameplay

Trancer is usually mafia's most important role to keep alive until the main investigative roles die. Its gameplay is often similar to that of Godfather. Trancer may want to counterclaim killing roles, though town can solve this by not having them shoot each other, but someone else suspicious.

Trancer may want to use on the night kill, so that if a protective role happens to target the Trancer, it will look like a successful save. This is not the case with protectives like Bodyguard or Guardian which do not fully prevent kills.

As long as Trancer chooses to use, Trancer is immune to being roleblocked to prevent the night kill.

## Trivia

Trancer originally did not work as intended due to investigatives knowing that they had been redirected. This was quickly patched.
Silent Night

## Description

Silent Night is an RR off set up where everyone has to work together to find the mafia. Unique interactions and Coroner make it so fakeclaiming isn't an instant-win strategy. Each role balances the another and makes it harder for cops to instantly find mafia.

## Silent Night

### Code

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### Town Roles

Agoraphobe, Alcoholic, Announcer, Arms Dealer, Bomb, Candle, Confused Cop, Cop, Coroner, Doctor, Governor, Lamb, Martyr, Medic, Miller (x2), Doctor, Paranoiac, Sleepwalker (x3), Villager (x3), Virgin.

### Mafia Roles

Busboy, Con Man, Diva, Don, Grandpa, Hitman and Hooker

## Guide

### Cop & Confused Cop

The Cop and Confused Cop have to work together to see which Cop they are. It could be a 50/50 and the Godfather takes in play so they might not take the risk.

### Bomb

If the Bomb claims, they will never die. Claim your role late-game to lead town. One of the only town roles that has a reason to fakeclaim.

### Arms Dealer

The safest play is to give your guns to self-confirming roles.

### Lamb

The Lamb solves counterclaims, since there will be plenty.

### Villager, Sleepwalker, Miller, Martyr and Announcer

Play normally. Cop checks are unreliable, but never directly mention that you think you are the Miller.

### Agoraphobe

Hide behind who you think is mafia or someone who won't die.

### Governor

The Martyr and Governor should take over false claims.

### Candle

The Candle should try to be found and kept alive by the Doctor so that Mafia cannot wagon a vote without anybody noticing.

### Coroner

An extremely important role. Keep notes handy.

### Medic & Doctor

The pair of protectives play normally. With Bomb around, your softs will be taken with a grain of salt, which you can use to your advantage.

### Paranoiac

Diva and Hooker are incredibly powerful roles in this setup, but the chance of them randomly visiting you is low. Use your guns at your own discretion.

### Lover

Play to your win condition, which means survive. That's it.

### Busboy

The Busboy dies as Mafia. The Coroner can point this out and mistake the Busboy for town.

### Con Man

The Con Man tries to clear themselves. They're in for the long run.

### Hitman

Your gun is a valuable tool when paired with the Diva's ability to find roles.

### Diva

The Diva tries to find the Virgin and other roles so the Hooker can begin their roleblocking/conversion. Visiting the person you kill is also a good idea.

### Don

The Don will be kept alive by Mafia so they have more power.

### Grandpa

The number one reason not to visit randomly.

### Hooker

Hook investigatives for less information. Hook protectives to increase the chance of nightkills succeeding.
Tips/Tricks - IAteYourPie Community

• IF YOU ARE NEW, TALK AND PARTICIPATE. BE INVOLVED. YOU LOOK MUCH MORE SUSPICIOUS QUIET THAN TALKING.

• Always target confirmed Town members as Mafia unless you have a really good reason.

• People respect loud and confident players. (Have faith in what you say, the only consequence is public ridicule!)

• Even if you are Mafia, pursue the truth. If you can make somebody buckle under the pressure people are likely to respect you in some manner.

• A fakeclaim does not mean that the person who fakeclaimed is Mafia.

• Just because someone suspected a blue person does not mean they are Mafia.

• If you are Mafia, give each other space. If one of you gets found out there needs to be as little as possible connecting you to them.

• Visits are generally only known to the visitor, not the person who is visited, unless otherwise specified by a role.

• Don’t tunnel! Entertain a variety of ideas and don’t just spend all your time focusing on one person.

• Never say “I think I might be Miller.” Miller appears to self as a Villager, and there’s no way to tell you are Miller until after you die or the real Cop outs with a red report on you. Saying you might be Miller comes off as a last-ditch suicidal play by a Mafia to try to confuse Town after they’re dead.

• Never counterclaim a role that has a gun unless you’re the real claim. Otherwise, you’re going to get shot!

• Have fun! It’s important to enjoy the game while playing, rather than trying to always strategize.
Somewhat Symmetrical

Semi-open setup with 4 possible setups that revolves around the missing piece (Nurse) in 2 of the setups. Scum are informed when Nurse is a viable claim option since Tagger appears in the setup when Nurse is missing.

## Play Advice

Cop: You know Goof/Lazy Tracker will be in the game and the setup is either 1/3. You should play like a conventional investigative and play fairly aggressively.

Goof: You know Cop/Lazy Tracker will be in the game and the setup is either 1/3. You may consider hardclaiming D1 given your status as a named townie and to narrow down the possible setups town can be in, and should definitely claim before endgame.

Lazy Tracker: You exist in all four setups so have the same knowledge about the setup as a villager. You can detect Busboy, Mafia and PRs pre-Busboy death, and can detect all mafia after busboy dies. You should target players who are unlikely to be PRs to get clearer results. After busboy dies, a no visit is a hard clear.

Nurse: You are only in two of the setups. Prepare for your roleclaim to be doubted as you are the mafia safeclaim in this semi-open. You could roleblock an investigative around the time when asked to claim to confirm your role. Nurse is a versatile role; you have the power of a protective, or you can combat the Mafia PR, and even hardclear players when one scum remains.

Agoraphobe: You know that Lazy Tracker/Polygraph are in the game and the setup is either 2/4. Try to bait a kill without baiting a hook, since you can be bypassed using Hooker in one of the setups.

Polygraph: You know that Lazy Tracker/Agora are in the game and the setup is either 2/4. You can detect busboy only, thus you cannot hardclear anyone and can only hardguilty a specific mafia. You should target players that seem survivalistic, as Busboy should aim to stay alive, because their death means Lazy Tracker can hardclear no-visitors.

Busboy: You should try to stay alive since your death would lead to Lazy Tracker hardclearing people and detecting Basic Mafia. You should not be the mafia that claims Nurse in setups 3/4.

Tagger/Hooker: Mafia PRs - Hooker can limit Cop/Lazy Tracker's power and Tagger can hunt for power roles. Tagger can claim Nurse, but it's usually better for Basic Mafia to claim unless most/all town power has claimed.

Mafia: In setups 3/4 you are likely the mafia that will claim Nurse. Set up yourself for the claim in setups 3/4; best case scenario, town trusts you and the safeclaim succeeds, if the claim is doubted due to a lack of roleblocking proving yourself, you still out an investigative who needs to claim this fact.
Strongman

> Once per game, may visit and strengthen the Mafia's night kill to pierce through protections
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## Strongman

### Choice

Night

**Strongman** is a role that is useful in stopping FtC (Follow the Cop) and other self-protecting roles like Agoraphobe and Bulletproof since it can pierce all protections.

## Mechanics

Strongman has a one-shot ability which allows them to pierce through protections.

Their ability bypasses almost ALL protections against a player, The only roles immune to this are Grandma and Veteran (on a night they use). It can also be stopped if the entire mafia team is roleblocked.

Strongman still doesn't bypass effects like Bomb and Phantom's kill (the Phantom still dies though)

Strongman's power will not be used if the Mafia doesn't decide to kill anyone (no kill).

## In Setups

Strongman is used as a counter to FtC (Follow the Cop), since it can bypass the Doctor's ability once. It's also popularly used with Agoraphobe, due to their interaction where Strongman can kill an Agoraphobe by targetting them with a use. It's also sometimes used with Bulletproof.

## Gameplay

Strongman should use on a powerful power role which the protective would be guarding. If an Agoraphobe exists in the setup, Strongman should try to save their ability for them instead. If a Strongman is under large suspicion or is outed by some means (ex. Oracle condemned), they should use their ability on that night on the most towny player.

If the role that Strongman is meant to interact with dies (ex. protective), then their ability is basically useless.

## Trivia

* There was a bug that caused an infinite loop with Agoraphobe and Strongman