GIM Faction: Town

The **Town** is the uninformed majority and works practically the same as the **Town** in all other games.

In **Grand Idea Mafia** the Town typically makes up the majority of the players, but is not a general rule as in almost all the other games.

Members of the Town do not know who the other Town members or other players in general are, like a **Mafia** or **Coven** would and typically don't have night protection like a **Neutral** might have, so they are usually in a much tighter spot in a game of GIM, even if they have the numbers, since they will soon start to drop.

## **Sub-Alignments**

The Town in Grand Idea Mafia features six sub-alignments in which roles are categorized in.

### **Town Power**

Town Power are the roles that are the most powerful of all town roles. They usually have abilities that branch into multiple sub-alignments or abilities that are extremely powerful overall.

### **Town Citizen**

Town Citizen are usually on the weaker side of the spectrum, they are the opposite of a town power role, while those usually tap into multiple archetypes does the citizen most of the time only tap into one, and mostly with weaker abilities. These roles don't get added often, as they are hard to make interesting, but a well made Citizen can be just as fun to play as any other role, as you can be a lot more carefree knowing the town won't lose a powerful role if you were to die.

### **Town Investigative**

An Investigative role usually has the trait of learning or receiving information about the game or other players. This can be achieved in countless ways, such as learning other players roles, alignments, sub-alignments, visits, how many of a certain thing there is, what other players can do and many many more things.

### **Town Protective**

A protective role is identified by the ability to protect other players from negative effects and abilities as well as from killing actions. So could a protective role block an attack, fend off the attacker, or block visits such as role blocks or a redirection.

### **Town Killing**

A killing role is just as you would expect able to in some way provide either themselves or another player with the ability of attacking and potentially taking out another player. This can again be done in many different ways, since you don't always have to attack someone yourself to be a killing role.

### **Town Support**

A Support role fills in almost any other kind of role that there could be. It's hard to say what exactly the Supports identity is, since they can provide so many different kinds of useful abilities. To name a few would be the abilities to role block, redirect, transport or other abilities that do not fit into the IPKs.

A list of all sub-alignments including those of other factions can be found **here**.

## **Winning Condition**

The standard win condition for the Town is the following

* **Lynch or eliminate all criminals and evildoers.**

This includes all members of the Mafia and Coven, as well as all Neutral Killers that mean the town harm and some to most Neutral Chaos roles as well as other roles if they are specified to fall under this.

A list of other factions wincons can be found **here**.