Instigator/Strategy

*This page isn't completed yet, and is a work in progress. You can help by cleaning it up or adding information.*

## Strategy

If you are an Instigator, you need to communicate with your team using your private chats and come up with a plan yourself since only you can talk privately in the instigator chat. Hence, coordination between your team is essential. If your recruits die, you should try to balance between evils and good with great caution as you have to account for the Random Killer's kills along with the Werewolves (amounting to a potential 3 deaths/night).

You and your team can opt for a role claim swap with your recruit good being assumed of your role (or otherwise just be a confirmed good), recruit evil claiming the role of your recruit good which leaves you to be suspicious of the role of your recruit evil to protect your recruits unless you can find yourself cleared by the Aura Seer (which in that case, it clears your entire team off from suspicion).

*If you are an instigator's recruit, keep in mind that you no longer win with your original team even in death. You will have to eliminate your original team when the time comes especially if you are a Werewolf!*

If you are a Informer recruit, you should not confirm your partner too early unless they are the Random Killer as this may out your partner as a recruit to the Werewolves. You should be ready to confirm your partner as good if your partner starts to become suspicious to the village. Try to get the attention away from your partner as you push other evils to be lynched.

If you are a protective recruit, while it may be best to protect your partner (or Instigator if your partner is a Random Killer), your partner should not kill important roles too early unless a fixed protective role is killed. This is because the village may be quick enough to question the protector as dead, converted by a Random Killer or has been recruited by the instigator. This can also cause suspicion on your werewolf partner to the werewolves as they do not expect them to be killed so easily which could be caused by coordination from the instigators. Be mindful of a Night Watchman since they can see who you protect which they might deduce you being a recruit.

If you are a Village Killing recruit, while it may be tempting to random kill, the village can become suspicious of you being a recruit if you kill confirmed good roles. If you decide to follow through the random killing strategy, pretend that you are a game throwing villager (This is **NOT** reportable as you no longer side with the Village) to piss the Village off. Alternatively, you can keep your kills until when it's needed such as your partner is being lynched, reaching instigator majority or a desperate attempt as you or your recruit is about to be killed off.

If you are a Werewolf recruit, always try to get someone else killed instead of your team by selecting a target first. Unless the werewolves are targeting your partner for kills, you should always agree with the kills. Try to stay under the radar that you are not a recruit as they may quickly decide to eliminate you through lynching or killing your partner. If you see someone being a more dangerous role over your partner's role, convince the wolves to go for them instead. Because you know nearly half of the village roles at the start of the game (Werewolves + Instigator team), you can opt to claim as an Aura Seer and say the auras of either the wolves or your instigator team members. You should get the Random Killer lynched early as you have no control over their kills (they can kill you or your partner at any time). If you notice that the Werewolves are getting close to majority, you should start to out your werewolf team as you and the werewolves will eventually need to get rid of each other. You should try to kill the Alpha Werewolf soon as possible as they have double votes along with being considered as one of the strongest werewolf roles by game mechanics in situations such as Beast Hunter/Trapper. If you are outed as an evil, you may reveal all members (including the roles) of the Werewolf team (This is **NOT** reportable as you no longer side with the werewolves) to divert the attention to them instead of the Instigator.

If you were a Village recruit whose role has been changed by an evil such as Bandit, you will still side with the instigators, not with your new team. If you are an Accomplice, you do not need to fear of killing your own partner since you have complete control of your kills while possibly having control of 2 kills/night (but the werewolves can still kill you). If you are a Werewolf that has been converted by an ability of Kitten Wolf, you and your partner can no longer be killed by your new team as they cannot target you for kills and your recruit evil is either a werewolf or a Random Killer that cannot be killed by werewolves. If your recruit evil is a Werewolf in the scenario, you will also proceed to gain more control of Werewolf Kills too (since the instigator team at least have 2 votes at night). However, you will become the weakest werewolf by game mechanics in situations such as Beast Hunter/Trapper since you would be a Regular Werewolf.

* Private messages suggestions:
	+ You can ask your werewolf recruit the numbers of the other wolves by giving a secret code like (a = 1, b = 2, c =3, tell me the number of the wolves by typing it in day chat), then the werewolf recruit would just say "afd" so that it gives you an idea on who the werewolves are.
		- If the village recruit is the Jailer, the Jailer can jail their partner at night to privately communicate who are the werewolves without code words.
			* This is also applicable if the recruit is a Warden since the Warden can jail you and their partner to know who are the werewolves. However, the Warden must remember not to jail their werewolf partner along with another werewolf since the werewolves can break out of jail even if one of them is a recruit.