Sheriffs , Investigators and Lookouts need time to weed out the Mafia. Fellow Town members have no reason to mistrust you; If the Investigator visits you, chances are you'll have no choice but to reveal yourself to avoid getting lynched. Only the first thing is relevant to Spy Tests. Town Support A former Broadway dancer, now the woman everyone wants, the Escort is a master of distraction. You may choose to Control someone each night. Neutral Roles Role Name.
Town Investigatives are a big threat. They can quickly reveal who you are. Sheriffs and Consiglieres get a direct message saying you are the Serial Killer , while Investigators receive a message saying you're a Doctor or Serial Killer , forcing you into a Doctor role claim.
Lookouts will likely call you out immediately if your target is watched on the night you kill them, and Spies may find out who you are if the Mafia attacks you and reports to the others that you're immune. Investigative roles typically are the ones who announce or discuss having any leads during the day. Werewolves are somewhat unpredictable and are capable of killing several people in one night, ignoring Night Immunity.
Killing them when there's no full moon is very important for your survival. Escorts and Consorts are threatening in the same way that the Jailor 's will is, which could reveal you to everyone if you're listed as the last person in their will. If anyone claims to have roleblocked someone at any time, they're probably one of the "distractive" roles. Doctors and Bodyguards can, naturally, impede your progress in killing the town and even kill you in the case of Bodyguards , so finding and eliminating them is a smart move when possible.
If someone is healed on any given night, the attacked person may thank the Doctor for the help. If someone replies with "you're welcome" or any similar response, they are most likely the Doctor who saved them. Also, keep an eye out for anyone who whispers to any confirmed influential town role such as Mayor or Jailor ; they may be a Doctor or Bodyguard discussing protection.
Mayors become scarier the later into the game they survive, eventually gaining sole control of the vote if they last long enough. Revealed Mayors will typically be the centre of attention for protective roles, so keep an eye on the role list and graveyard. If there are no protectives left or there's a very slim chance that any remain, killing the Mayor is important.
Retributionists and Mediums can put you in serious danger if the dead gather any leads and are able to speak to the living again. Though finding these roles may be hard, since they rarely have a reason to speak during early to mid game, eliminating them ensures the dead stay quiet for good. The Mafia, just like the Mayor , is volatile because their threat level changes depending on how many people are left alive.
During early game, having more Mafia members alive gives any investigative roles a higher chance of finding another evil role rather than yourself, which will let you fly under the radar for longer. However, during late game, if the Mafia outnumbers you and any other remaining players, they will quickly lynch you if they find out your identity and you don't whittle their numbers down beforehand.
If you know there are multiple Vampires , make sure to kill them off as soon as possible, as they will surely lynch you as soon as they discover your immunity. It is often in your best interest to keep any known Vampire Hunters alive, since they can kill Vampires for you. Of course, as a killer, reaching out to these people can be very tricky and dangerous if you don't do it at the right time and in the right way.
You will win alongside other SKs, making them a reliable ally if you can find each other without alerting anyone else to your secrets. Though it's very common for Witches to find the Mafia before a Serial Killer , convincing them to join your side will give you an ally who certainly won't defect to the town. Your competition for the Witch 's trust will be between you, the Mafia, and any other Neutral Killings; taking out the others quickly can help you gain ground with the Witch.
This means they can also win alongside Serial Killers if you and them are the only ones left standing at the end. However, unlike the other two, Survivors may require some coercing, as they can side with the town just as easy as they can with the killers.
Chinatown Chicago MassageSince the other factions have multiple people involved, Survivors often look towards strength in numbers rather than siding with a lone killer, so they can be very unpredictable.
Neutral Killing General Information: You will transform into a Werewolf every Full Moon. This occurs on every even-numbered night i. Only you will receive the message "The light of the full moon has caused you to turn into a rampaging Werewolf! Neutral Killing Burning.
The smoky smell, the gentle heat, the small light. These are the best things about a fireplace. While playing as the Arsonist , you get to amplify these things, making him very formidable. He can ignite and kill quite a few players in one night, or simply douse, ignite, rinse and repeat. Arsonist have Night Immunity; You will win automatically versus a lone Mafia, Serial Killer , Vampire , Escort or a Jailor without executions; Despite the wording of their goal, Arsonists do not always have to live to the end of the game to win; if there are multiple Arsonists in a game, you will win as long as at least one of them wins; A jailed target can be saved from being doused or ignited, though if they are saved from death by ignition they will still remain doused; Anyone who is revived by a Retributionist will no longer be doused, regardless of how they died; A Veteran will be doused even if on alert.
This only matters if there are at least two Arsonists in the game or if you get saved by a Doctor ; If a Bodyguard protects your target when you are dousing, you will kill each other. They will not, however, kill you when you ignite, regardless of whether they're protecting one of your targets or you yourself; Don't forget ignite in yourself to burn the target doused.
This is because you are a dangerous and versatile role that can get away with almost anything, and because you are one of the two killing roles that can kill through Night Immunity the Werewolf is the other. So stay undetected as much as possible; Dousing quiet people has a lot of advantages.
They're often evil roles who tend to live longer ; they're less likely to attract the attention of other killers or a Bodyguard ; and, perhaps most importantly, they're a bit less likely to speak up and announce that they were doused. The longer you can avoid having someone publicly announce they were doused, the better for you; Pretend to be roleblocked.
This can works by not alerting the Town to your presence. What you do is pretend to go afk for a couple of days, and on night 4, douse. This makes people less certain of what the Neutral Killing actually is if guaranteed or if there even is an Neutral Killing. This also causes debate over what the Neutral Killing is. Your cover is deepened if there is a Serial Killer or Werewolf ; The Survivor and the Witch can win together with you.
Likewise, dousing a Jester is pointless because they're trying to die anyway and because their goals coincide with yours, provided you don't vote guilty on them ; dousing an Executioner is pointless because their goal doesn't conflict with yours.
If you're certain you've identified any of these roles, don't bother dousing them. Avoiding dousing Witches in particular is important because they can prevent you from igniting if they identify you; One option is to claim to be a Survivor , which explains your night immunity.
If you do claim Survivor , it's important to do it early, before you get attacked; claiming it after you're accused of being immune will almost certainly get you lynched, since the Town has no real reason to keep a Survivor alive; The biggest flaw with Arsonist is the fact that you can't really provide the Jailor with a good excuse. If you claim Transporter , then you'll be executed since you can't deliver.
If you claim any other role, the Jailor will probably catch on to an extra person claiming a filled slot. Neutral Evil To reach victory by getting your target lynched, whose identity will be listed in your role card, you will need to rely on hardcore deceit. The difficulty of this feat varies greatly, as it relies on the wit of both you and the entirety of the town.
Executioners are Night Immune, meaning you cannot be killed by normal attacks at night, which excludes Werewolves , Jailors , and Arsonists. You will still be informed that you were attacked, and your assailant will receive a message saying you were immune to their attack; Your target will always be a town aligned role, but they will never be the Mayor ; If your target is killed at night, you will become a Jester ; If your target is lynched, you win at the end of the game even if you are killed; You will still win if your target is lynched and revived afterwards by a Retributionist ; If the game ends in a draw, you will not win even if your target was lynched.
There aren't a lot of roles you can pretend to be to get results as Executioner. Sheriff and Lookout are two strong choices, while others like Investigator may yield results but are somewhat situational. Sheriffs tell you directly if your interrogation target is a Serial Killer or if they belong in the Mafia; Lookout is a slightly unusual choice for an Executioner and can be tricky to set up depending on each day's deaths, but it can potentially net results easier, as a compelling accusation from a Lookout can be hard to refute.
Wait until someone dies from one source and claim that your target was the only person to visit them that night. It gives you more to say during your accusation, which you can see an example of in the next subsection of this guide. However, be aware that this technique can fall short: Investigator can be an effective claim, but it's situational depending on if the following roles are possibly available in the role list.
Transporter can be a viable claim as well, but it requires the help of an Investigator or Sheriff. The most crucial part of being a successful Executioner is how you approach your target. There are many ways to do so, but the most important part is to be convincing; One of the worst ways to frame your target is by aggressively screaming at them, using the caps lock.
Finding a balance between a passive callout versus aggressive yelling is tricky, because people who are too aggressive with daytime accusations tend to draw more shade than they can dish out. Neutral Evil Very simple, the Jester wants to be lynched anyway.
You only win if you are lynched. While playing as a Jester, the role can be very fun; however, don't abuse the chat by spamming, posting links, or acting unsportsmanlike just to get lynched. Spamming, in particular, is against the game's rules, and can get you banned; Making various people angry is a common strategy; however, it has to be done carefully in order to make people hang you whether or not they believe you are a Jester ; Contrary to popular belief, being mean to people in chat doesn't help your chances of getting lynched.
Most of the time, you will end up either getting killed at night, getting reported, or having people think you are a Jester , causing you not to get lynched; As a Jester , the greatest threats to you are usually the Jailor and Vigilante. You will generally be trying to look suspicious in order to get hanged; but if they determine you're not Town, these roles have the ability to kill you instantly at night, denying you your victory.
The easiest way to minimize this risk is to try and get lynched the same day you make yourself look suspicious; Sitting around and hoping someone lynches you hasn't worked too well for me, but I've seen it work for others. But I would never recommend working with the mafia even if they promise to lynch you; they won't kill you at night but they won't lynch you either; Probably, one of the best things that can happen to you is being jailed on Night 1 or when the Jailor hasn't executions.
Pretending to be afk, and then claiming in chat that you didn't think you were going to be jailed on Night 1 will cast a lot of suspicion on yourself. Make a "mistake": This has a chance to lead the whispered Townie to freak out and call you out. However, this strategy is very risky to use, as you can become a target for the Investigator.
The "Claim Executioner "; Acting inexperienced; Saying suspicious messages you can offer to start "random lynching" ; Voting innocent on a known target; Be annoying; The role of Jester is very open and has a lot of possibilities. I'm really bad with this role. Neutral Evil The first part of being a Witch is hovering over your "goal" and noticing that your objective is to "survive to see the town lose the game" , meaning that you win with everyone except the Town.
This role may choose one player each night and make them target another player; Witches are immune to Vampire bites; Witches can't be role blocked by an Escort or a Consort ; If the Town is the only faction remaining and there is only one Witch , the game will end automatically and the Witch will lose; The Witch will be told the role of their first target; The Witch are easy to find, this role aren't night immune and the maf can accidentally kill you.
As a Witch , it's better to wait a few days and figure out who has which role. If someone has a town investigative role, you may want to control them in order to mess up their investigations. On the other hand, if someone has a town protective role, you might want to control them with you as the target in order to protect yourself; Being a Witch is a creative role and it gives you the power to manipulate other roles.
You can force people to do what you choose. Fake being Executioner or Jester , that way you are unlikely to die, but people assume you aren't necessarily evil. Ally with the Mafia when possible. Remember, you are an ally of the Mafia, so try not to game throw and ruin the team's win.
Try to lynch as many people as possible. Basically, cause chaos. For me, winning as a Witch depends a lot on the luck of each game. However, you have to understand quickly who is the Mafia to be able to play as a team. Neutral Benign The Amnesiac quickly needs to know who he is, and starts remember after Night 2. You can be role blocked from remembering a role; You will not win if you do not successfully select a role before the game ends; If you are killed the night you attempted to remember a role, you will not remember the role, and will die and lose as an Amnesiac ; If a Witch forces you into someone the night they die, you will remember their role; You remember your role after everyone's actions for the night are completed, but before the game checks for victory conditions the next day; you can block an otherwise victorious side from winning in the morning by remembering an opposing role that night; If you are bitten by a Vampire the same night you choose to remember a role, you will be converted into a Vampire.
If multiple Amnesiacs choose a Mafia role, they can surpass the limit of 5 living members of the Mafia; If you choose to become a member of the Mafia when all the members of the Mafia are dead, you will automatically become the Mafioso. This will be announced the following day.
If multiple Amnesiacs choose to be Vampires , they can surpass the limit of 4 living Vampires ; If you choose to become an Executioner , your target will be one of the currently living Townies except for the Mayor or Jailor. If there are none or your target dies the same night, you will automatically become a Jester instead. In both cases, the other players will be notified that you turned into an Executioner , not a Jester.
Revealing as Amnesiac early in the game is risky - you becomes in a easy target; Try not to talk too much or make yourself a target before you pick a role; Survivor: Try to claim to be a Survivor , if possible, but if there's only one "Neutral Benign role" and you pick your role, it will be obvious that you are Amnesiac.
Even worse, the Town might lynch you because there is already a second Neutral Benign. An Investigator may suspect you as a Forger though and ask the town to lynch you; If there are multiple Amnesiacs in the game, and one of the others gets outed, you can take advantage of this by remembering an evil role yourself, which will likely get them lynched and increase your chance of winning as a member of the Mafia ; You have the ability to near-perfectly confirm yourself as any role by announcing what you intend to recall the day before you remember.
This works best if you're about to recall an uncontroversial role like Survivor , but you can also use it to confirm yourself as a Witch to an entirely evil Town. There is one risk when doing this; another Amnesiac may remember a different role and get you lynched or killed at night; One strategy for Amnesiacs is to wait until later in the game, then become a role with the team that seems to be winning.
This will add another vote for the team you chose i. The downside to this is that you risk being killed before then since, unlike Town and Mafia, you can't win while dead ; If you are being threatened into remembering a Mafia role by a Mafia that has identified you using a Consigliere , you can remember a Town role with the ability to protect itself, such as a Doctor , Bodyguard , or Transporter , and call them out.
Doing this has the added advantage that exposing a Mafia will increase your chances of winning as Town; however, make sure the Town can still win before joining them; When you've been exposed as an Amnesiac to the Town, your options are more limited; remembering an evil role in this situation is likely to get you lynched.
Remembering a role capable of protecting itself especially Transporter , which can protect itself indefinitely is still a good idea; Remembering Executioner is effective when you're certain the Town no longer has a majority; you can simply reveal and try to get the evils to lynch your new target with you.
However, there are some warnings. If the game has devolved into two competing evil factions, they may not be eager to lynch a Town member since they need to defeat each other. Additionally, if the Town has been entirely eliminated by Vampires , for instance , you might become a Jester instead; Remembering Witch is also a good choice if you think the Town no longer has a majority; simply remember Witch and announce your choice; Similarly, while incredibly boring, remembering Survivor often announcing you will do so the day before you do, so there's no risk of confusion will usually all but guarantee a victory.
Some towns might choose to lynch you out of fear that you'll side against them, and there is a slim risk of being bitten by a Vampire , but for the most part nobody will have a reason to bother you and you'll coast to victory. Remembering Survivor may also be your only hope of winning when as is often the case the rest of the graveyard is entirely filled with the losing side; Remembering Jester is very risky since the Town will be alerted to the existence of a Jester , but may be a good idea if, for whatever reason, it seems like you're about to get lynched.
Neutral Benign Haunted by his past, the Survivor locks himself in a room and just wishes to live. You can only use the bulletproof vest 4 times ; Using a vest gives you temporary Night Immunity: Whether or not you use a vest, if you are bitten by a Vampire , you will turn into a Vampire ; Whether or not you use a bulletproof vest, if you are attacked by a Werewolf , you will still die; Your bulletproof vest doesn't protect you from being doused or ignited by an Arsonist ; Survivors still win in a draw.
However, if you do get attacked, you might be called out as having Night Immunity and be drawn to suspicion. If you've claimed earlier in the game, you most likely will be passed off as a Survivor and be left alone. However, if you get doused by an Arsonist or a Werewolf is going to attack you, whether you use your bulletproof vest or not won't matter, as your bulletproof vest doesn't protect you from those attacks; If you don't feel safe claiming early in the game because you don't know how many Mafia or Neutral Killing roles there are, then use your bulletproof vests more often.
Usually when you get farther in the game you will know the identities or the presence of any killing roles, and you can claim during that time. Either way safe or not, claiming right on Day 1 and using your bulletproof vest the next two nights usually can prove your innocence if you are attacked by the Mafia to prove your worth. If you aren't attacked and there is an Investigator that checked you during the game that dies, you can be proved that way; If you do claim Survivor Day 1, try vesting Night 2 if you suspect there might be an aggressive Vigilante.
Vigilantes can shoot Survivors to prove themselves to Jailors , or just prove their innocence anytime. If you do get attacked by a Vigilante they will most likely leave you alone afterwards. This will prove you aren't a Serial Killer or Werewolf.
The only problem is that the Jailor most likely won't jail you, or even if you are jailed, the Jailor might execute you instead. But you must think fast, as claiming Survivor later on in the game is generally more suspicious than claiming earlier. If you do claim Survivor , it's important to help the Town catch the Werewolf , since you will otherwise become the first suspect; Occasionally, someone else may claim Survivor.
This person may be an actual second Survivor , a night immune killer, a Jester or even a Townie; If you doubt the existence of a fellow Survivor , make sure to claim your role as well. If you do not, you may get lynched later, since the other claim seems more trustworthy. You can also choose not to challenge their claim and see what happens; A Transporter is a huge threat to you after claiming Survivor ; since they know you're not Town and are unlikely to be attacked, they're likely to transport you with themselves or anyone they think is Town.
If there seems to be a Transporter , you may want to avoid revealing as a Survivor ; or you may want to start vesting once you do. Any of these suspicions can get you lynched; One option is to immediately reveal that you're a Survivor after being attacked. Claiming after being attacked is generally more risky than claiming at the start of the game, since the Town might assume you're an evil role trying to explain your Night Immunity; but it still gives you better chances than claiming after you're accused; You can also wait and see; not every attacker reveals immunity immediately and they may hit another immune, get role blocked, etc.
Sometimes, reacting too quickly might put you in more danger than just waiting quietly; Claiming you were healed might cloud the issue a bit, but be warned that it will not fool whoever attacked you; people who are healed produce no message for the attacker, while your bulletproof vest produces a standard "Your target was immune" message; You can also claim to have been transported, but it's usually obvious when there's an active Transporter , and people will generally expect the Transporter to step forwards and substantiate your claim anyway.
Generally speaking, you want to help vote up anyone who starts getting votes. This ends the game more quickly. Additionally, should you help vote up a member of the Mafia, it will usually clear you of suspicion of being part of the Mafia. Avoid voting guilty if there's any risk of a Jester.
Helping to vote up an obvious Jester and then abstaining, on the other hand, can be useful; if it works, two people will die, making the game end faster quickly and helping you win. However, be cautious if there's a Transporter , especially if you've publicly claimed Survivor - they may transport the guilt onto you, since you're not a member of the Town; If you claim Survivor , the Town will expect you to vote with them.
While the Mafia might kill you if you vote against them, your vests can protect you against Mafia attacks - you can't protect yourself from a lynch. Therefore, once you've claimed, you should usually vote with the Town and use your bulletproof vest afterwards unless you're certain the Mafia has won; If the Mafia finds you and tries to pressure you to vote with them, try to evaluate how close they are to winning.
If they're likely to win immediately with your help, you should probably take it. On the other hand, if they're doing badly, you might be better off exposing whoever contacted you, then vesting against any retaliation; Vampires can bite you to force you to side with them. There is, unfortunately, not much you can do about this; your vests provide no defense, and you don't usually have a chance to aggressively try to eliminate them.
In games where Vampire are possible, keep in mind that the "Town" in a Mafia vs. Town split may actually be Vampires ; in that case, it's usually best to side with them helping them vote up the Mafia , both to reduce the risk that they'll bite you and so you'll end up on the winning side if they do.
There are several things that can happen to you at night, each with varying effects. Can be caused by several different sources. If you are not protected by someone or something that night, you will be killed. Caused by a Blackmailer targeting you that night. You will be unable to speak for the duration of the following day. Caused by a Witch targeting you that night.
If you have a night ability, it will be used on whoever the Witch chooses. Caused by an Arsonist targeting you that night. If the Arsonist chooses to ignite their doused targets, you will be killed. The only thing that can protect you from ignition is jail.
Caused by a Doctor targeting you and you being attacked the same night. Appears in a bright green text line. Caused by the Jailor detaining you for the night. You will be in a private chat room with the anonymous Jailor, and they have the power to execute you if you're suspicious.
You won't be able to use your night ability in jail, but you will be protected from all outside attacks while detained. If you're in the Mafia, your teammates will be informed that you were hauled off to jail. Caused by a Bodyguard targeting you and you being attacked the same night. Both the Bodyguard and attacker will die under normal circumstances.
Caused by a Retributionist targeting you after you die. You will be back in the game as if nothing happened to you, and the remaining players will be informed of your return during the morning announcements. Caused by an Escort or a Consort visiting you that night, meaning you were unable to use your night ability. The Jailor also acts as a roleblocker if you were hauled off to jail that night.
Caused by a dead Medium contacting you from beyond the grave. They will be able to speak with you for the duration of the night. Caused by a Transporter switching you with another player, meaning all targets visiting you will visit the Transporter's other target instead, and vice versa.
Last Will The Last Will is a piece of paper that is shown to the rest of the town after you die. Players can edit what is shown in a will using the button at the top of the screen, looking like an empty piece of paper. A Forger can edit another player's last will. Town members will often include descriptions of what they were doing in each of the nights. A Last Will and a Death Note may hold up to characters each.
For your changes to a Last Will to be saved, it must be closed before you are killed reopening will not reset it. If a player dies, their Last Will will be shown upon death and can be reopened and reviewed at any time by selecting their name in the graveyard. A player's last will often includes critical information , although it is a focal point for the use of deception in the game.
For example, a Lookout's will might include: Giles suspicious? In this example, the nights are shown as N1 and N2 for each of the nights. Many players like to show their wills in this fashion but there are a number of advantages and disadvantages for the Townies when used this way.
Other roles, such as the Mafia, won't use wills in such a way. A Neutral role, such as the Jester, will sometimes use the will as a means of teasing the other players for having hanged them. Players should show caution in when they use wills, as they are capable of turning the game in many different ways, for any side. Some roles gather a lot of information, such as the Lookout who is mentioned below.
Instead of writing all the names, you can use the number displayed in the list of names. For example: This might be done by those evil visiting roles who want to keep a fake will of visits, but at least give everyone information about their last visit in case they get killed by a Veteran, attack an immune player or they role block the Werewolf or Serial Killer. For example, a Consort's fake will might look like this: Same applies for a Serial Killer that attacks an immune player, but in the same night the Serial Killer gets killed by someone else such as Werewolf or Arsonist.
People reading the "Last visit: If available to them, players can edit what is shown in a Death Note using the button at the top of the screen, looking like a bloody piece of paper. A Last Will and Death Note may hold up to characters each. If a player dies, the Death Note can be reopened and reviewed at any time by selecting their name in the dead players area.
If you killed multiple victims in the same night e. Additionally, you can change your Death Note while the victims are being announced in the morning. This can be used by any Killing role. Godfather attacks Player A, but Player A is immune. Watch out for that! Most will probably realize this is not the real killer, but it throws a lot of suspicion around. For example, if you aren't intending to shoot anyone as Vigilante, you can make your Death Note say "Witch, not me", in case a Witch forces you to shoot someone.
If you are the Godfather, writing a Death Note that reveals that you killed the person is not a good idea either, since if the Mafioso is role blocked, it will display your Death Note , and might give away that the Mafioso was role blocked. Whispering is Town of Salem 's form of in-game private messaging , and it allows you to discreetly communicate with another player during the day.
Though everyone will be notified that a whisper is taking place, the only people who will be able to read it are you, your target, and any Spies. However, you should be careful about how many times you whisper, as players might get suspicious of you. While other players will not be able to see your message, they will receive a message that you have whispered to the other player, e.
Here are some examples of how to whisper: I'm a Spy. Don't forget! Spies can see all whispers! This is a test to prove a Spy role by whispering a code to another playing and asking the spy to say what was said, usually a number. Spies can see all whispers, Mafia night chat, and they know who Mafia visits at night.
Only the first thing is relevant to Spy Tests. It's quite simple, two of the other players whisper a code number to each other. Now, if the person is a Spy , they will be able to see that and they should then give that number in day chat. However, there are ways to catch spies in the web so to speak. For example, I have as Godfather whisper to a mafia member spy test and have gotten responses.
This allowed me to make a safe night kill without the risk of walking into a Werewolf, Veteran, vested or immune target. These kills are pretty likely to succeed unless there are a random body guard or doctor protection. So always use a known good IMO. With each kill your powers grow. You may attack every night. You have Basic Defense. You Rampage when you attack.
You now ignore all effects that would protect a player. Choose a player to plunder each night. When you plunder a player, you will duel the player for their valuables. If the player defends against your attack, you get no loot. You may choose to infect a player with the Plague each night.
Infected players spread the plague on visiting or being visited. Infection cannot be protected against or removed. If you are role blocked you will attack the role blocker instead of your target. You can not be killed at night. Put on a bulletproof vest at night, protecting you from attacks.
You can only use the bulletproof vest 4 times. Vampires vote at night to bite a target. The youngest Vampire will visit the target at night. You must wait 1 night between conversions. Transform into a Werewolf during the full moon. As a Werewolf you can not be killed at night. As a Werewolf you will attack your victim and anyone that visits them.
Your attack goes through night immunity. As a Werewolf you may choose to stay home and attack anyone who visits you. You can only control targetable actions such as detection and killing. You can force people to target themselves. Your victim will know they are being controlled. You may choose to Control someone each night. With the Necronomicon, your victim is dealt a Basic attack and you gain Basic defense.
You will know the role of the player you control. You may choose to use a potion on a player each night. You may choose to use a Heal, reveal, or attack potion on a player. Each potion has a three day cooldown. With the Necronomicon, your potions no longer have a cooldown. You may choose to Hex a player each night. With the Necronomicon you gain Astral and Basic attacks.
Players are still Hexed when you have the Necronomicon. You may reanimate a dead player and use their ability on a player. Create zombies from dead players who use their abilities on your second target. Each zombie can be used once before it rots. With the Necronomicon, you can summon a ghoul to perform a Basic attack against your target by selecting yourself.
You may choose to poison a player each night. Your poisons take one day to take effect. Poison can be removed by Heals. With the Necronomicon, your poison can no longer be Healed. You may choose to Stone Gaze all visitors at night. You may choose to Stone Gaze thrice.
With the Necronomicon, you may visit players and turn them to stone. You may not be healed once you have revealed yourself. If your target dies you will appear to be them. You can only use your night ability three times. After disguising your name, position and character will be swapped with your targets.
Please ensure you read any forum rules as you navigate around the board. Town Roles Alignment: Town Protective Abilities: Lynch every criminal and evildoer. Town Support Abilities: Distract someone each night. Town Investigative Abilities: None Goal: Town Killing Abilities: You may revive a dead Town member. You may only resurrect one person. Check for Vampires each night. Decide if you will go on alert.
Protect one person during the night. Receive a vision every night. Mafia Roles Alignment: Mafia Support Abilities: Kill anyone that will not submit to the Mafia. Mafia Deception Abilities: Choose someone to frame at night. Mafia Killing Abilities: Kill someone each night. Choose a person to clean at night. If, for whatever reason, the Town doesn't listen, then continue to role block whoever you blocked that night , since they may have been the Mafioso.
Normally, when there is both a Godfather and a Mafioso , the Mafioso will leave his Death Note at the target, not the Godfather ; but if you role block the Mafioso , the Godfather 's Death Note will be left instead. Therefore, if the Mafia 's Death Note changes, it may be a hint that you role blocked the Mafioso , especially if you role block someone else and changes back the next night.
Note that the Mafioso frequently changes their Death Notes , so do not accuse them unless you have other proof. If you role block someone and there are no Mafia kills the following day, do not immediately assume to have found the Mafia Killing. They might have attacked a target with a higher Defense value than their attack value, were jailed, Away From Keyboard A.
K , or have simply chosen not to attack. Role block the same person again to check; if role blocking the same target multiple nights results in no Mafia kills every time, it is usually safe to assume your target is the Mafia Killing role. If a Town Investigative finds a possible Mafia Killing , you should role block them to keep them from killing anyone and to confirm that they are indeed a member of the Mafia.
Role blocking early can be useful, since it confirms there is an Escort or Consort , but has the risk of preventing Townies from protecting and investigating other players. Generally speaking, it's a good strategy to role block on the first night in game modes where the Mafia is likely to have only one killer because the benefit of role blocking that killer is high enough to outweigh the risk of disrupting a Townie for a night, and because you want to start narrowing down who the Mafia Killing role is as fast as possible ; it makes considerably less sense to do so in game modes like Classic or Ranked where the Mafia is guaranteed to start with both a Godfather and a Mafioso.
If there are no Neutral Killing roles, finding the Mafia Killing role can often singlehandedly win the game. When you do find and roleblock a sole Mafia Killing role, it isn't necessarily a good idea to try and get them lynched immediately; that would just cause a new member of the Mafia to become the killer. As long as you have them blocked, the Mafia can't kill and it's unlikely you'll get forged or cleaned with the Mafia unable to kill, so even if you do die, they'll probably get lynched when your Last Will is revealed.
If you find the Arsonist , try the same strategy. This will prevent them from killing and allow your Town Investigatives to safely search for the remaining criminals. Remember that, in this situation, if there is a Neutral Killing and you are confirmed, you are most likely dead. In this case, you should lynch them or at least put it very clearly in your Last Will.
Also, remember that the Transporter has a higher priority than you and that the Witch can control you; these things can potentially free a Mafia Killing role who you thought you had pinned down. In most cases, there is no reason to role block someone again if they aren't a killer; but remember that if the current Mafia Killing role dies, a new person will inherit the role, and that could be someone you blocked before that point.
It might be helpful to put a divider in your Last Will after the point where the Mafia Killing role changed as a reminder that anyone after that point can't be the new Mafia Killing role. If you are plundered by a Pirate , make sure to still role block. You may just place a well-timed life-saving role block , your night still isn't a waste yet! In a Ranked game, if the Godfather is killed by a Veteran or Bodyguard , this means that the Mafioso must've been either jailed or roleblocked.
One major value of role-blocking early is that you confirm that there is an Escort or Consort in the game. Most Consorts will be trying to help the Mafia , and anyways, they have a much higher chance of a "good" visit. Therefore, it is probably an Escort that is blocking the Mayor , not a Consort. However, as soon as Godfather or Mafioso is killed; the Escort should immediately begin blocking to narrow down the suspects of who the last Mafia Killing is.
If there was a kill when you blocked someone, you know they cannot be the remaining Mafia Killing unless they were transported, of course. The Importance of Role-Blocking the Mayor somewhat decreases as more townies die, but it is still usually smart to wait until at least Night 3 before coming off the Mayor unless Mafia Killing dies.
However, if there is a Medium alive or dead with a seance you can tell them what happened.
However, if you do get attacked, you might be called out as having Night Immunity and be drawn to suspicion. Current visibility: The game ends when all evil roles are dead, the Mafia has succeeded in killing the Town or another role fulfils a victory condition. Traps can be torn down by selecting yourself at night. If you do claim Survivor , it's important to help the Town catch the Werewolf , since you will otherwise become the first suspect; Occasionally, someone else may claim Survivor. For the beginning of the game, you should stay quiet and cross off as many people as you can from your list of suspects.
The windows with sills of glimmering gold, crimson wallpaper encrusted with polished rubies in repeated crosses, and a down mattress bursting with feathers. If you suspect someone falls into any of these categories, skip them. A Forger can edit another player's last will.