Town of Salem

Town of Salem

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Full guide of roles in Town of Salem and some strategies of each one.
By Dragon Force
The following guide covers the vast amount of Town roles. It gives a brief explanation of their general skills, followed by various strategies that can help you improve at Town of Salem and bring you victories!
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Brief introduction
Town of Salem is a fun little game created by BlankMediaGames. Based on the Mafia Party Game, it revolves around the inhabitants of Salem, who must lynch members of the Mafia and other evil players. At night, the bad guys will strike, killing off the real Townsfolk. Each player has a specific role which gives them certain skills and advantages/disadvantages. The game ends when all evil roles are dead, the Mafia has succeeded in killing the Town or another role fulfils a victory condition.

Roles
Town of Salem has 30 unique roles ensuring a different experience each time you play. Before a game starts, players are put into a lobby where the host can select what roles will be in the game. Players are then assigned roles at random from the list of chosen roles. Players have an in-game role card that explains their roles abilities and alignments.

    The Characters (Part 1: The Town)
    Town Investigative
  • Investigator
  • Lookout
  • Sheriff
  • Spy

    Town Protective
  • Bodyguard
  • Doctor

    Town Killing
  • Jailor
  • Vampire Hunter
  • Veteran
  • Vigilante

    Town Support
  • Escort
  • Mayor
  • Medium
  • Retributionist
  • Transporter

    The Characters (Part 2: The Mafia)
    Mafia Deception
  • Disguiser
  • Forger
  • Framer
  • Janitor

    Mafia Killing
  • Godfather
  • Mafioso

    Mafia Support
  • Consigliere
  • Consort
  • Blackmailer

    The Characters (Part 3: The Neutrals)
    Neutral Chaos
  • Vampire

    Neutral Killing
  • Serial Killer
  • Werewolf
  • Arsonist

    Neutral Evil
  • Executioner
  • Jester
  • Witch

    Neutral Benign
  • Amnesiac
  • Survivor
    The Characters (Part 1: The Town)
    Town Roles

    Role Name
    Role Alignment/Category
    Role Description
    Investigator
    Town Investigative
    Investigate one person each night for a clue to their role.
    Lookout
    Town Investigative
    Watch one person at night to see who visits them.
    Sheriff
    Town Investigative
    Check one person each night for suspicious activity.
    Spy
    Town Investigative
    Listen in on the Mafia at night, and hear whispers.
    Bodyguard
    Town Protective
    Protect one person from death each night.
    Doctor
    Town Protective
    Heal one person each night, preventing them from dying.
    Jailor
    Town Killing
    You may choose one person during the day to jail for the night.
    Vampire Hunter
    Town Killing
    You can visit other players at night. If your target is a Vampire, you will kill them.
    Veteran
    Town Killing
    Decide if you will go on alert and kill anyone who visits you.
    Vigilante
    Town Killing
    Choose to take justice into your own hands and shoot someone.
    Escort
    Town Support
    Distract someone each night.
    Mayor
    Town Support
    Gain 3 votes when you reveal yourself as Mayor.
    Medium
    Town Support
    Speak with all dead people at night.
    Retributionist
    Town Support
    You may revive a dead town member.
    Transporter
    Town Support
    Choose two people to transport at night.

      Glossary abreviations:
    • BG = Bodyguard
    • Doc = Doctor
    • Esc = Escort
    • Inv/Inves/Invest = Investigator
    • LO/LK = Lookout
    • Med = Medium
    • Ret/Retri/Retrib = Retributionist
    • Sher = Sheriff
    • Trans = Transporter (TP can also mean Town Points or Town Protective)
    • Vet = Veteran
    • Vig/Vigi/Vigil = Vigilante
    Investigator
    Town Investigative

    A former cop turned private eye, the Investigator works on his own to find out information about other players, gathering clues that hint at their roles.



      General Information:
    • Chooses one person to investigate each night;
    • The Investigator will receive a vague clue pertaining to that player's role.

      Role
      Role Description
      Escort, Transporter, or Consort
      Your target is skilled at disrupting others.
      Investigator, Consigliere, or Mayor
      Your target has sensitive information to reveal.
      Vigilante, Veteran or Mafioso
      Your target owns weapons.
      Lookout, Forger or Amnesiac
      Your target sticks to the shadows.
      Spy, Blackmailer or Jailor
      Your target knows your darkest secrets.
      Doctor, Disguiser or Serial Killer
      Your target is covered in blood.
      Bodyguard, Godfather or Arsonist
      Your target is not afraid to get their hands dirty.
      Medium, Janitor, or Retributionist
      Your target works with dead bodies.
      Survivor, Vampire Hunter or Witch
      Your target keeps to themselves.
      Framer, Vampire or Jester
      Your target may not be what they seem. (Note: You will also receive this message if your target was framed)

      Strategy:
    • One of the most powerful roles in the game, the Investigator has the ability to gather hints about other players and guess their true identities;
    • Use your powers of deduction to determine player roles. Here's an example: The Investigator visits Player A. Player A is either a Vigilante, Veteran or Mafioso. If there's only one Town Killing role who just so happens to be dead, then Player A is confirmed as Mafia. Another example might be if a player is described as being either a Consort or an Escort. If there are no Consorts in the role list, you can safely say they're an Escort;
    • If you investigate someone, try asking them for their role the next day. If they are reluctant to tell you or if they reply with a role that wasn't in your report, consider them suspicious;
    • The Investigator is the Godfather's worst enemy. If you investigate someone and they are revealed to be a 'leader among men', ask them to reveal themselves as Mayor. Chances are, they won't be able to and will be exposed as the Godfather.
      __________
    • Investigators are among the most vital of all Town roles. Stay safe, stay alive and for the love of Salem, report your findings in your will;
    • Investigators, as you can probably guess, win with the Town.
    Lookout
    Town Investigative

    Another investigative role, the Lookout is essentially the stalker of the Town of Salem world. Every night he keeps an eye on a specific player, gathering information about whoever might visit them.



      General Information:
    • Selects one person at night;
    • Will receive the names of every player who visits their target.

      Strategy:
    • Whilst many consider them to be useless, Lookouts are actually capable of discovering most, if not all killing roles within a single night. Keep this in mind and choose your targets carefully. Go for players who oppose the decisions of others or who might have an annoying name and/or attitude;
    • Not all players who visit someone are evil, so be careful who you accuse. You might tip the Mafia off to potential high-value victims, like the Doctor or Investigator;
    • If only one person visits your target, only for your target to die, then the visitor is obviously a killing role of some kind. Pay attention in the day and note who they were killed by. If the target was killed by a Serial Killer or Mafia member, then grab the pitchforks;
    • Keep an eye out for inconsistencies between your reports and what players claim. Say someone says they were attacked at night, yet no one visited them during the night, we can deem this player suspicious. In contrast to this, night-immune players will probably avoid claiming they were attacked.
      __________
    • Lookouts should focus on players who are both seemingly innocent and potential targets for killing roles. Don't doubt the power of this role, as they are truly capable of inflicting devastating damage;
    • As creepy as they might be, the Lookout wins with the Town.
    Sheriff
    Town Investigative

    The only legal cop left in Salem, the Sheriff is tasked with interrogating members of the Town and rooting out the evil within.



      General Information:
    • Chooses one person to interrogate each night;
    • The Sheriff will know if that person is suspicious or not;
    • The Sheriff will know if their target is a Serial Killer;
    • The Sheriff sees the Godfather as non suspicious;
    • The Sheriff sees the Arsonist as non suspicious.

      Strategy:
    • The Sheriff is capable of taking out the entire Mafia family, save for the Godfather himself. For the beginning of the game, you should stay quiet and cross off as many people as you can from your list of suspects. Write down all your findings in your will;
    • As useful as a Sheriff is, he is incapable of discerning the identity of the Godfather. Try to find out the identity of the Investigator, whose vague clues can help narrow down the suspects even further. A good strategy is to have the Investigator target people you judge to be innocent;
    • If there is a Framer, be careful. You don't want to end up lynching an innocent Town member. Use your best judgement and only lynch someone if you feel they are truly guilty. If you aren't sure, then investigate them again;
    • Try to avoid claiming too early. Sheriffs should stick to the shadows as much as possible, avoid drawing attention to themselves. Be sure to stick everything in your will so that the other Town members can lynch any suspicious suspects in the event of your demise.
      __________
    • Sheriffs can be extremely helpful when working together with other investigative roles, but should be wary of revealing themselves until the time is right. Gather as much information as you can, before showing your true identity and slapping the Mafia across the face;
    • A Sheriff is loyal to the Townspeople that pays his wages.
    Spy
    Town Investigative

    Another one of the Town's creepiest, the Spy lurks in the shadows and cares nothing for privacy. He listens in on every private conversation out there, in his efforts to find those who would destroy the town.



      General Information:
    • During the night phase, can listen in on Mafia conversations;
    • All Mafia members are anonymous;
    • The Spy will see everything said by the Mafia;
    • If not role blocked or jailed, the Spy will also see who the Mafia visited;
    • During the day, the Spy can see all whispers.

      Strategy:
    • The greatest part of being a Spy is that it is incredibly easy to prove your innocence. If you are accused of being evil and are on the chopping block, ask players to whisper to each other, then tell the others what was said;
    • The Spy is considered to be one of the most powerful roles in the game, though possesses a massive weakness. Misinformation. If the Mafia suspect there is a Spy, they may use false names. Remember, the Mafia are completely anonymous to you and the only indication of their identities are what you hear from them;
    • Keep an eye on who the Mafia visit. If a player is visited by one Mafia member but doesn't die, then the visitor is probably a Mafia Support or Deception role. Two visitors to a player that doesn't die might mean there's a Disguiser;
    • Classic Mode is the least likely to have a Spy, meaning the Mafia will probably forget to be careful in their conversations. Use this to your advantage;
    • Gather everything you can from the conversation, using what was said the previous day to help you. Maybe the Mafia will target someone specific for attempting to lynch them. They might send a Consort after a known Sheriff or a Blackmailer to pay a visit to the Lookout.
      __________
    • Spies are at their most effective when they're breathing and undetected. As long as the Mafia doesn't know you exist, you have an advantage over them. Build up evidence to potential suspects, then stick it in your will for good measure. When the time is right, reveal yourself and expose the evildoers;
    • A Spy, like most oddballs, win with the Town.
    Bodyguard
    Town Protective

    The Bodyguard is one of the two Town Protective roles, alongside the Doctor. Rather than healing people back to health however, the Bodyguard will kill anyone who attempts to murder his target, even at the cost of his own life.



      General Information:
    • The Bodyguard chooses one person to protect each night;
    • If that person is attacked, you and the attacker will die instead;
    • Even if the attacker has 'night-immunity', they will still die;
    • The Bodyguard has one bullet-proof vest, which they can choose to equip whenever they please. They can't die the night they equip the bullet-proof vest.

      Strategy:
    • The Bodyguard is one of the few roles capable of killing roles with night immunity. This means they can take down the biggest threats to the Town, including the Arsonist, Serial Killer and Godfather;
    • The most efficient strategy is to wait at least one night before protecting other players. This will allow to protect the more important roles;
    • If you are aware of the Doctor's identity, you can team up with them. As long as the Doctor keeps healing you, you can't die;
    • If you keep quiet about your role for the duration of the match, the Bodyguard can be invaluable in a late-game scenario. If an important role has been revealed (e.g. Sheriff, Investigator, Mayor), the Mafia will most likely target them;
    • Make sure you write down who you protected in your will. Whilst this information isn't particularly helpful, it can help the Town keep track of who you were keeping safe.
      __________
    • Bodyguards were coded to die. A careful Bodyguard isn't going to save anyone. Make use of your role and save your fellow Town members from death. Aim to take out one of the tougher roles and to protect the Town's most vital;
    • It goes without saying, but Bodyguards win with the Town. All the more reason to keep your people alive.
    Doctor
    Town Protective

    One of the most important roles in the game, the Doctor has the power to save people from certain death. Using his skills in medicine and surgery, his goal is to keep the important roles alive and to remain undetected by the Mafia.



      General Information:
    • Selects one person at night;
    • That person will not die, even if attacked;
    • The Doctor can self-heal for one night only, saving themselves from death;
    • The Doctor can't heal Arsonist victims.

      Strategy:
    • The Doctor can heal anyone in the game. Town, Mafia and Neutrals can all be saved. The only person you can't heal is the Mayor, after he has revealed himself. Try your best to avoid healing the bad guys;
    • Focus on the important roles! Sheriffs, Investigators and Lookouts need time to weed out the Mafia. If you know who they are, keeping them breathing;
    • A clever tactic is to tell the Lookout to watch you at night, then claim your role in the chat. With any luck, the evil characters will come after you. If you have a self-heal, you can use it to not only stay alive but to expose the bad guys;
    • With the previous strategy in mind, do not claim unless necessary. Doctors are major targets who pose a massive threat to anyone against the Town;
    • If you're not certain who's with and against you, try healing people you know are innocent or at the very least, appear less suspicious than others.
      __________
    • The Doctor's best chance at victory is to avoiding arousing suspicion from Town and Mafia members, whilst healing behind the scenes;
    • Doctors win with the Town. Keep your people alive and victory shouldn't be too difficult.
    Jailor
    Town Killing

    Perhaps the biggest threat to the Mafia, the Jailor has made it his mission to capture and interrogate members of the town to find the evil hidden among the innocent. If he doesn't like what you tell him, expect a swift trip to the chopping block.



      General Information:
    • Chooses one person during the day;
    • That person will be hauled off to jail at night;
    • Both the Jailor and the jailed victim can talk to each other;
    • The Jailor remains anonymous throughout the conversation;
    • The jailed victim is immune to all night actions, save for those taken by the Jailor;
    • The Jailor can choose to execute the player;
    • The Jailor can execute up to 3 people per game;
    • If the Jailor executes an innocent person, he can no longer execute players, even if he has remaining executions;
    • If the Jailor jails a Serial Killer and doesn't execute him, then the Jailor will die.

      Strategy:
    • The moment you have jailed someone, ask for their role. Players who answer immediately are more likely to be innocent. As some evil players might not be expecting to be jailed, they might hesitate or stall for time;
    • If you want to confirm the person's role, ask them to read their attributes to you. If they answer correctly, they are nearly guaranteed to be innocent. Evil players will more than likely attempt to open the Town of Salem wiki to find the information. If they take too long, don't hesitate to execute;
    • If the jailed target claims to be an investigative role, then get them to tell you their reports. This shouldn't be a problem, as Jailors are confirmed to be innocent. If the player hesitates or says that they don't trust you, then off with their heads;
    • A risky tactic you can use on prisoners is to wait until the clock reaches ten seconds, then threaten to execute them. This can shock players into action. You don't have to execute them of course. Save that for the shady ones;
    • If a player is in danger of dying, you can jail them to keep them alive. This is an especially effective strategy to use on the Mayor, who can't be protected by the Doctor and whose powers only work during the day;
    • If a player acts aggressively towards you or seems too defensive, there's a much higher chance of them being evil. Of course, don't let your guard down. Often the calm ones are just as evil;
    • If you jail a player and there are no killings, it is safe to assume that said player is a killing role;
    • Be sure to keep a will of whoever you jailed, as this might help if ever the Serial Killer stabs you from his cell.
      __________
    • The Jailor has the power to slaughter the entire Mafia and keep them on their toes. Do not out your role unless you have no choice. Try to avoid executing innocents and above all, stay alive for as long as possible. The Jailor is one of the most (if not the most) important Town role, with the skill of the Jailor capable of making or breaking the Town.
    Vampire Hunter
    Town Killing

    The Vampire Hunter was a normal person, just like everybody else. There had always been rumors of vampires, yet he did not believe in them.
    Others had tried to kill Vampires with normal guns, yet they were converted before they could succeed. He vigorously studied the history of Vampires, their weaknesses and strengths. Armed with a bag of garlic, some holy water, a wooden stake and a silver knife, he packed up and left his town, travelling to other towns that had been overtaken by Vampires. He was determined to end the Vampire bloodline, before it was too late.



      General Information:
    • If there is a Vampire Hunter at the start of the game, there will always be at least one Vampire;
    • Vampire Hunter isn't a unique role;

    • If a Vampire visits you at night, you will not be turned into a Vampire, but instead you will be notified of their visit and you will attack them, killing the Vampire;
      >> If role blocked and visited by a Vampire, you will still attack the Vampire;
      >> If you visit a Vampire on the same night that they visit you, they will be listed as killed by a Vampire Hunter twice;

    • You can read the Vampire chat at night. You will hear it even if you are dead. This ability is similar to the Spy's ability to read the Mafia chat;
    • If a Bodyguard is protecting a Vampire, the Bodyguard will kill you if you attack the Vampire;
    • If a Vampire is jailed, you will not be able to stake them.

      __Turning into Vigilante
    • Once all Vampires are dead, you will become a Vigilante;
      >> You will only have 1 bullet instead of 3;
      >> The transformation is irreversible. You will not turn back into a Vampire Hunter if an Amnesiac remembers a Vampire role;

      Strategy:
    • If you become a Vigilante, follow the strategies on the Vigilante section, but remember that you only have one bullet;

    • The Investigator's results for Vampire Hunter are pretty laissez-faire. If someone else claims Vampire Hunter, they are either a Survivor, a Witch, or an actual Vampire Hunter;
      >> If someone else claims to be a Vampire Hunter, you can test them whenever a Vampire dies by asking if they've become a Vigilante yet; they should convert the same time you do. If they answer the question incorrectly, they're lying. You may not want to bring public attention to it immediately, however, as a Vigilante is a powerful Town role, you will make yourself a target;

    • If Vampires are talking, pay attention to what they are saying. Vampires may lie to fool you; however, they're somewhat less likely to do this than the Mafia is to a Spy, since the worst they can generally accomplish is making you waste your visits;
      >> If they mention that someone is immune to bite, it's most likely true. Write it down in your Last Will, but remember that calling them out reveals you as well.
      >> If the Vampires argue over who to convert or discuss their victims, this can often reveal who they've turned into a Vampire. This is a much more common mistake than you would think, since Vampires need to vote on who to convert. Pay attention to what they say; even if they don't name exact names, you can often figure out what they're arguing over based on context.
      >> Try to figure out talking Vampires comparing their writing style to that of players in day chat. Pay attention to the usage of emoticons, word capitalization, spelling, etc.
      >> If Vampires stop talking after several nights of discussions, it may mean that there is only one Vampire left.

    • Try to figure out who the Vampires are most likely to turn and focus your visits on them;
      >> Vampires can only convert non-Mafia, non-Night Immune and non-Witch roles. If you suspect someone falls into any of these categories, skip them.
      >> Anyone who was confirmed as a Townie, was possibly converted by a Vampire, especially if they are an important role.
      >> Jesters and Survivors are frequented targets for Vampires, since they're convertible and unlikely to be protected.

    • If a Mayor has only one vote and can whisper or is receiving whispers, this means they've been turned into a Vampire (however, in this case, the Town will often notice and lynch them). Conversely, as long as the Mayor has three votes, and can't send or receive whispers, they are not a Vampire. A good way to always be sure is to make the Mayor always make the first vote, making it easier to figure out if he has turned;

    • A Survivor or Bodyguard's bulletproof vest provides no protection from Vampires. If someone claims to have used their bulletproof vest against a Vampire's conversion and not have been converted, they're lying;

    • Pay particular attention to the Last Wills of Lookouts. Anyone who was visited by a confirmed Vampire may have been converted into a Vampire;

    • Try and bait Vampires in:
      >> "I hate my role, can a Vampire convert/bite me?" sometimes work although experienced players may suspect you to be a Vampire Hunter, in which case they are less likely to attempt to bite you.
      >> Claiming Survivor or acting like a Jester can occasionally lure a Vampire into trying to bite you; however, it carries a high risk of getting you lynched by the Town, executed by the Jailor, or shot by a Vigilante. Therefore, this is best saved until near the end of the game when it's possible evil roles are near a majority.
      >> Claiming Survivor near the very last night (ideally at the very end of the day when there's not enough time for you to be lynched) can sometimes swing a Town victory by luring the Vampires to attack you while making the Mafia ignore you and target the Vampires instead, hopefully turning you into a Vigilante in time to swing the game with your final bullet.

    • A Bodyguard will kill you (and you will kill them) if you visit a Vampire they're protecting; however, in this case, whoever you were trying to stake is confirmed as a Vampire. Always list your visits in your Last Will, especially your most recent one, so people will know who the Vampire is in that situation;

    • A Doctor can heal Vampires you tried to stake. If you get a message saying you staked someone, but no Vampire shows up dead the next day, it means a Doctor accidentally healed a Vampire;

    • When you become a Vigilante, consider not revealing this fact until you use your bullet. While Vampire Hunters are unharmful to everyone but Vampire, a Vigilante presents a direct threat to the Mafia and Witches, both of which will hunt for you as soon as they know your new role.
      __________
    • Remember that your ultimate goal is for the Town to win, not simply to kill the Vampires.
      This means that under some circumstances (when you need the Vampires votes in order to keep the Mafia from getting a majority), you might be better off waiting to kill confirmed Vampires.

    You will be a Vampire Hunter approximately one in 900 games. And these are the generous estimates.
    Veteran
    Town Killing

    Having once served in the Salem wars, the Veteran just wants to spend his twilight years in comfort. With the Mafia prowling about however, he's taking precautions to defend himself, ready to shoot anyone who comes through the door, no matter their alignment.



      General Information:
    • Can choose to go on alert at night;
    • If on alert, the Veteran will kill anyone who visits;
    • The Veteran can kill roles with night-immunity;
    • The Veteran is immune to role blocks;
    • Can only go on alert three times.

      Strategy:
    • This role will kill any visitors should they be on alert. As lethal as this might be to evil players, the Veteran is perfectly capable of 'icing' his fellow Townies. You must be extremely careful not to draw the attention of your allies;
    • If you do end up killing someone this way, and the victim has your name in their will, then this confirms you as a Town member. Use this to an advantage by getting the roles of the other players, as they have no reason to fear you. If someone is reluctant in giving away their role or acts hostile towards you, consider lynching them;
    • A risky, yet sometimes effective tactic, is to leave a fake hint in the chat that will catch the eye of the Mafia and other evil characters. Say something along the lines of "[NAME], what's your role?" to a suspicious player or "Keep an eye on [NAME]." If they're innocent, they should have nothing to fear. Mafia members however, might decide to take action and kill you during the night;
    • Another strategy is to whisper someone you think is a bad guy. Claim you're an Investigator or Sheriff, and that you trust them. They might decide to come after you before you can figure out their role. Of course, you'll be ready and waiting for them.
      __________
    • The Veteran might be capable of mass-slaughter, but he isn't without his weaknesses. Team up with as many players as you can. Find the innocent among you and learn their roles as fast as you can. Warn them not to visit and attempt to lure the wrong-doers to your home. Just be careful not to let your identity slip;
    • The Veteran doesn't show remorse for any dead bodies that turn up on his lawn, but he's still with the Town, even if he does get its members killed quite a lot;
    • Team up with as many players as you can. Find the innocent among you and learn their roles as fast as you can. Warn them not to visit you.
    Vigilante
    Town Killing

    With Batman unavailable, one of the Town has taken the law into his own hands. Armed with a gun and three bullets, they've taken it upon themselves to eliminate all evil, no matter the cost.



      General Information:
    • Can choose to shoot one person each night;
    • Can't shoot on the first night;
    • Can only shoot three times;
    • Unlike the Veteran, the Vigilante doesn't ignore night-immunity;
    • If the Vigilante shoots a Town member, he will commit suicide out of guilt and die the next day.

      Strategy:
    • The Vigilante can kill anyone he deems to be a threat. Whilst you have much more control over who lives and dies, you are also not capable of mass slaughter. Furthermore, one wrong target and your game is over. Even though you must wait one night before shooting, you should take the time to determine the suspicious characters among the Town and, if possible, work with an investigative role to discover the identity of other players;
    • As you cannot kill roles with night-immunity, you can test other players to see if they are killable. In Classic mode, only the Executioner, Serial Killer and Godfather are immune to dying at night. As all three can pose problems for the town, it's certainly a good idea to eliminate them as early as possible. Therefore, if you try killing a player and discover they can't be killed, let the others know. At the very least, write it down in your will;
    • A Mafia member will try to pose as another role, most likely a Jester. These particular players might be good targets for the Vigilante. Ask them a few questions if need-be, and if you're not satisfied then take them out. Even if it turns out to be a real Jester, you've helped the Town in some way;
    • If two or more people claim the same role, try shooting between them. If you hit the fake, then you've eliminated a threat. If you hit the real one, you can get the Town to lynch the others the next day. Keep an eye out for Jesters however;
    • Towards the end of the game, you'll have fewer targets to choose from. At this stage, its best to target anyone who hasn't already been confirmed. Even if you don't hit an evil character, you'll make it easier for the others to uncover the identities of the bad guys;
    • If someone is accused of being suspicious by a Town member, don't be afraid to shoot that person at night. Yes it can end up in an innocent's death, but it can prove whether or not the accuser is a liar.
      __________
    • Vigilantes, like most roles, work best when they have information to work with. Don't go shooting people who have claimed Sheriff and Investigator unless you're positive they can't be those roles. Save your bullets for as long as you can and eliminate only those who you believe could destroy the Town;
    • Vigilantes and their lack of laws and morales serve to protect the Town.
    Escort
    Town Support

    A former Broadway dancer, now the woman everyone wants, the Escort is a master of distraction. Each night, she uses her charms and beauty to keep players occupied, incapable of fulfilling their role.



      General Information:
    • Selects one person at night;
    • That person will not be able to fulfil their role (i.e. Sheriffs won't investigate, Mafioso won't kill, Doctors won't heal, etc.);
    • Very few roles are immune to being roleblocked;
    • If you distract a Serial Killer, you will die.

      Strategy:
    • The Escort, despite lacking any form of investigative abilities, can still help the Town by keeping a will and documenting all the people they visit. If you visit a Serial Killer, then the will can reveal his identity;
    • If you suspect someone of being a Mafia member, try roleblocking them. If there are no killings the next day, it can be assumed that they are indeed members of the Mafia. You can also roleblock people who are accused of being guilty by another player;
    • Do not roleblock on the first night. In a classic game with three Mafia and one Serial Killer, you have a much higher chance of distracting a fellow Townie.
      __________
    • Similar to how a Doctor must avoid visiting Mafia members, Escorts should be careful as to not distract Town members. Don't attract too much attention to yourself and keep anyone you think is suspicious at bay;
    • As a careful reminder, Escorts win with the Town.
    Mayor
    Town Support

    The leader of the Town, the Mayor starts off in hiding due to fear of the Mafia. At any given moment however, the Mayor can reveal his true identity, after which his votes count for triple during the voting phase.



      General Information:
    • Starts the game off as an 'unknown';
    • At any point during the day, the Mayor can reveal themselves;
    • After the reveal, vote weight is increased to 3;
    • After revealing your true identity, the Doctor will no longer be able to heal you.


      Clicking this button as the Mayor will reveal you to everyone and enable your triple vote power.

      Strategy:
    • The Mayor is the only role capable of saving the Town from a disastrous late game. If at any point, the Town no longer has enough players to lynch an evil character, the Mayor can provide the sway needed to win;
    • After revealing yourself as Mayor, it might be a good idea to ask for Bodyguard or Jailor protection. Bodyguards can kill any Mafia sent after you and Jailors can keep you safe for the night. Merely asking this in the chat can stop evil characters coming after you;
    • You should have the Town whisper their roles to you. Doing this can help you narrow down potential suspects, especially during the late game;
    • You should consider lynching anyone who is overly hostile to you, providing you know they're not a Jester. 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. Keep in mind that you'll show up as a 'leader among men' to the Investigator, meaning you're either the Mayor of the Godfather. If this happens, get as much information as you can, ask any Bodyguards to watch over you and write your suspects in the will.
      __________
    • The Mayor is best saved either for a late game 'ace in the hole' or a surprise attack at the beginning of the game. By catching the Mafia off guard, you can force them into taking action and maybe lure them into making mistakes;
    • The Mayor, as corrupt as he might be, is a Townie.
    Medium
    Town Support

    Not your every day phony, the Medium has the power to speak with the dead. Should the worst befall them however, the Medium can also choose to communicate with one of the living for one night only.



      General Information:
    • At night, the Medium can speak with dead players;
    • You will appear anonymous to the dead;
    • After dying, the Medium can choose one person at any time during the day;
    • The Medium will then talk to that person at night.

      Strategy:
    • The Medium is an odd role, but also a thorn in the Mafia's side, as death doesn't mean the end of them. Mediums can return at any time to pass information to a trusted Town member. Therefore, if you play as a Medium and do meet your demise, try waiting as long as possible before communicating with Town members. Evil roles might slip up and reveal the identities of their associates;
    • Mediums should listen carefully to fallen Town members with investigate abilities (i.e. Sherrifs, Investigators, Lookouts), as they might have discovered something in their final report before getting killed;
    • That doesn't mean you should ignore everyone else however. Other players may have little snippets of information. Perhaps the Vigilante shot someone who was immune, or the Escort distracted the Serial Killer. Gather as much information as you can, and make sure you take note of who the Town suspects;
    • Before you séance someone, make sure you choose a player who is either confirmed to be innocent or who is widely trusted by Town members. The last thing you want is to deliver vital information to the Godfather himself.
      __________
    • Mediums are an effective role that can help support the other Townies. Even in death, they can continue to serve and help secure a victory. Don't be afraid to act a little bolder and draw a bit more attention to yourself;
    • Mediums, as loopy as they might seem, win with the Town.
    Retributionist
    Town Support

    If you thought the Medium was weird, the Retributionist goes a step further than talking with the dead. He brings them back to life through a mix of CPR and voodoo.



      General Information:
    • Selects one dead person at night;
    • That person will be revived the next day;
    • The Retributionist can't revive Neutral or Mafia roles;
    • The Retributionist can't revive players who have left the game;
    • The Retributionist can only revive one player.

      Strategy:
    • The Retributionist's powers should not be wasted. They have the ability to resurrect the most important roles in the game. Focus on investigate roles, the Jailor and the Mayor;
    • After reviving someone, a good strategy is to immediately claim your role. The Mafia will have no reason to target you, as Retributionists can only revive once per game. However, Town members will now have a trusted player to confide in;
    • Reviving a player may only be effective if there is at least one Town protective role left alive, such as a Doctor or a Bodyguard. Otherwise, the Mafia might decide to kill the immediately;
    • Reviving powerful roles isn't always the best course of action. If there's a Serial Killer lurking, try reviving an Escort or a Vigilante. If the former visits a Serial Killer, they'll die, whilst the latter will find that their target is immune to their attack;
    • Don't let your ability go to waste. If you have a strong suspicion you're going to die, then revive whoever you believe to be the best option. Something is always better than nothing.
      __________
    • Retributionists might not be able to help with deducing evil characters, but they can throw the balance of the game and bring back roles that can lead to a Town victory. Use your power wisely;
    • Retributionists and their magical ways serve the Town.
    Transporter
    Town Support

    Once a humble taxi-driver, now a sworn enemy of the Mafia. The Transporter risks his life day and night, switching the places of two people in hopes of throwing the Mafia's game off.



      General Information:
    • Selects two players at night;
    • These two players swap locations. Any action taken against one player is shifted to the other and vice versa;
    • Can transport self;
    • The Transporter can't be controlled by a Witch;
    • The Transporter can't be roleblocked by an Escort/Consort.

      Strategy:
    • Transporters, with the right know-how, can swap targets around so that Mafia end up hitting one of their own. As useful as their ability is however, there is a very good chance you can cause more harm than good. You might instead bring about the death of the Investigator or another important role. Because of this, you should avoid transporting people until you have an idea of who the Mafia (and other evil roles) might be;
    • Transporters are also good at keeping people alive. If you know the identity of a vital Town role, consider swapping him with someone else. You could try switching him with a known Executioner, as the latter can't be killed at night. Of course, you always run the risk of swapping someone with a Mafia victim, so be careful;
    • Transporters have the ability to cause players to attack themselves. If you know an evil killing role and you think you know their target, then swap their places. The killing role will end up attacking themselves (however that might work) and providing they aren't immune;
    • If you think that a killing role is after you but you're not certain of their identity, you can try switching yourself with another Town member. A risky move which might leave you disliked, but the Transporter is more valuable than most. Use only as a last resort.
      __________
    • Transporters specialize in confusing evil roles and forcing them to play much more carefully. Keep them guessing your identity and use their powers against them;
    • Transporters will take anyone in their cab, but drive only to help the Town.
    The Characters (Part 2: The Mafia)


    Mafia Roles

    Role Name
    Role Alignment/Category
    Role Description
    Disguiser
    Mafia Deception
    Choose a dying target to disguise yourself as.
    Forger
    Mafia Deception
    Choose a person and rewrite their last will at night.
    Framer
    Mafia Deception
    Choose one person to frame each night.
    Janitor
    Mafia Deception
    Choose a dying person to clean each night.
    Godfather
    Mafia Killing
    Kill someone each night.
    Mafioso
    Mafia Killing
    Carry out the Godfather's orders.
    Consigliere
    Mafia Support
    Check one person for their exact role each night.
    Consort
    Mafia Support
    Distract someone each night.
    Blackmailer
    Mafia Support
    Choose one person each night to blackmail.

      Glossary abreviations:
    • BM/BMer = Blackamailer
    • Consig = Consigliere
    • Con/Cons = Consort
    • Dis/Disg = Disguiser
    • GF = Godfather
    • Jan/Jani = Janitor
    • Maf/Mafio = Mafioso
    Disguiser
    Mafia Deception

    A master of disguise who pretends to be other roles.



      General Information:
    • You may disguise as an alive target, which makes you appear as that person's role should you die that night or the following day;
    • The Sheriff will not be fooled by a Disguiser's disguise. The Sheriff will see the Disguiser as a member of the Mafia, no matter which role the Disguiser disguises as;
    • If an Investigator investigates you on the same night which you have disguised and died on, you will appear under the disguised role's investigative results;
    • If you don't disguise as someone or if you are role blocked and investigated by an Investigator that night, you will appear under the Disguiser's investigative results;
    • A Lookout can see the Disguiser visit a player;
    • You have an unlimited amount of disguises;
    • You will not receive a message confirming your disguise has succeeded;
    • You will not receive a message stating which role you have disguised as;
    • You can disguise as unique roles and night immune roles;
    • You can disguise as a jailed target;
    • The disguised target doesn't need to die in order to disguise as them;
    • The disguised target doesn't get a notification about being visited by a Disguiser;
    • If the Disguiser dies while appearing as a town role, a Retributionist will see an option to revive the Disguiser. If the Retributionist attempts to revive the Disguiser, the Disguiser will not be brought back to life. The Disguiser will receive no notification about someone attempting to revive him. The Retributionist will receive no notification about the revival failing but the Retributionist should be able to notice that the target wasn't revived. The Retributionist will not lose his "1 resurrection";
    • If a Vigilante shoots the Disguiser while the Disguiser appears as a town role, the Vigilante will not die of guilt. The Vigilante will be able to shoot immediately the following night which makes it obvious the person he shot was a Disguiser;
    • If a Disguiser visits a Veteran who is on alert, the Disguiser will die, appearing as a "Veteran";
    • If an Amnesiac selects to remember as a Disguiser who had died as a disguised role, the Amnesiac will remember that he is a Disguiser. It is publicly announced to the Town;
    • If a Disguiser disguises as a unique role and dies, an Amnesiac will not see a button beside the Disguiser's name;
    • If there are no kill-capable Mafia roles left you will become a Mafioso;
    • You can talk with other Mafia at night.


      Strategy:
    • If the Investigator is dead, it is still smart to disguise as if you are killed you will appear as the role you disguised as;
    • Disguising as a Doctor or a Serial Killer is useless for investigative purposes, as you share the same result;
    • Disguising as a role with night immunity and then dying at night will make it extremely obvious that you are a Disguiser. If you feel that an evil role might attack you at night, do not disguise as a role which has night immunity;
    • Beware of Veterans who are baiting. Disguising as one will reveal you died, as a Veteran, to a Veteran, and thus reveal you as a Disguiser;
    • If you disguise as a Vampire, the Vampires will know that you are a Disguiser once you die. One of them may end up outing you in their will, at which point everyone will know you are a Disguiser.
    Forger
    Mafia Deception

    A crooked lawyer that replaces documents.



      General Information:
    • Your forgery and last will are two separate notes.
      >> Choose a target at night to edit your forgery. You can deselect your target to keep it for another night, or change targets.
      >> If a Janitor cleans your target, your forgery will not appear.
      >> Your forgery will not reset, even if you forge successfully.
      >> Your forgery will succeed as long as your target dies in any way.
      >> If your target does not die or a Witch forces you to select a target which didn't die, you will lose a forgery.

    • If there are no Mafia Killing roles left you will become a Mafioso;
    • You can talk with the other mafia at night;
    • A Spy or a Lookout can witness your visits.

      Strategy:
    • Anyone who may have important information against the Mafia in their will is a good target: Similar to the Janitor, this information will never reach the public, unless there is a Medium. Even then, some Mediums won't realize or recognize this information.
      >> However, unlike a Janitor, if you forge someone's last will, you do not get their real will, and the Mafia also loses that information, which might have been useful to find a Neutral Killing role. Remember this if you have both a Janitor and a Forger and have a target with dangerous info.

    • Try to pick players whose role you know. Your forgery will be more believable if you put your target's role on the top of the will (along with their name). This makes you very effective alongside a Consigliere;

    • If someone called out one of your Mafia companions, you can forge their will and make the Town believe it was a bluff;

    • If you don't know any priority targets, consider how many forgeries you have left and how many more you might need:
      >> Early in the game, few people will have acquired dangerous information, so your forgery may be pointless.
      >> Keep at least 1 or 2 forgeries in case someone appears to have dangerous information, how little it may be.
      >> Don't hoard your forgeries for too long; when you get killed, your remaining forgeries are wasted.

      __What to write?
    • Try to prepare your forgery at least a night in advance. It may be helpful to copy and paste a generic will that you wrote ahead of time on your own will, then add some key details. You can only edit it during the night, which gives you little time to make it as believable as possible;

    • If you know your target's role, customize your forgery's visit list accordingly (e.g. an Investigator's will should contain hints at other people's roles).

    • You can prepare your forgeries on the day time but beware of a Town Investigative role or a confirmed Vigilante. They may suspect you for being too quiet at day time.

    • Also, copy and paste your fake will after you have finished your forgery. This the most common mistake as Forger.

    • If you don't know your target's role, you can try one of the following:
      >> Write fake nightly visits. The majority of roles have a night ability, so the false information can confuse the Town.
      >> Explicitly frame someone as being evil (any role that the Town must kill). Even without evidence, you may get this person lynched or shot.
      >> If your target whispered with someone, fake the contents of those whispers in your forgery. You can manipulate suspicion on their whisper companion this way.
      >> If you aren't sure you can make the forgery believable or don't have enough time, leave the forgery blank or almost blank. Many players don't keep a proper last will, the Town will believe that was the case (this will probably not work with very active players).
      >> Blanking out their will can be a good idea if they have not revealed their will in the chat, as you will erase all information in the will. This is extremely useful if the will belongs to the Sheriff or the Investigator, and if they have a lot of dangerous info, the town will lose a lot of information.
      >> If you have a Consigliere that tells you the role of the soon-to-be deceased, the forgery becomes much more convincing, but usually will only work with non investigative roles, or people will wonder why a Spy, Lookout, or Investigator has no information 5 nights in the game.

      __What to claim?
    • Dealing with an Investigator or Sheriff: if you are ever accused of being a member of the Mafia, it will most likely come from one of these roles.
      >> Claim a role that fits with your investigations result: You can claim to be a Lookout and provide a fake Last Will to prove your innocence. If it fits in the role list, your chances of surviving on trial will be higher.
      >> Claim you were transported. This is another obvious way out, but it can work if there aren't a lot of dead Town Support roles. If there is a confirmed Transporter, and you get called out for it, you will have no chance of surviving past that point.
      >> Claim your accuser is lying. This will only work early in the game, and if you only have one accuser. Using this tactic with something else, however, is more effective. Claiming your accuser is an Executioner, or better yet, a member of the Mafia, and delaying as to not be lynched can work massively in your favor, because if you are investigated or interrogated, you can claim to have been framed to cast more doubt on you.
    Framer
    Mafia Deception

    A skilled counterfeiter who manipulates information.



      General Information:
    • You can talk with the other Mafia at night;
    • If all the Mafia Killing die, you become a Mafioso;
    • Investigators will see framed targets as "a Framer, Vampire, or Jester";
    • Sheriffs will see framed targets as "a member of the Mafia".

      Strategy:
    • A strategy do to before night is to say a player is suspicious or Mafia, and get a Town Investigative role to check that person. However, a smart person will realize you are a Framer, and will call you out on it;

    • A possible strategy is to tell the truth about your role, especially if someone whispers you to ask. Most people will brush you off as a bad Jester and some people may even step up in your defense if you draw too much attention. You don't have to make a clever lie as long as Investigators and Sheriff's will suspect that you've been framed the next night, allowing you to survive longer.
      >> Try not to press too hard when using the above strategy, telling the town directly "You want to lynch me!" is the best strategy. Don't be too annoying, as spamming is against the rules, but reinforce the point every day by repeating that you're a Framer and act annoyed that town is not doing their duty to lynch you. Do this until people truly seem vexed at a 'confirmed Jester' be unrelenting in attempting to get lynched.

    • Your job in the Mafia is to be the "middleman" between the Mafia because you know that if people investigate you, you have a valid reason to say you were framed.

      __Who to Frame?
    • It's best that you frame people with names that stick out the most, as Investigative roles tend to investigate said players;

    • If people are suspicious of a particular person, there's a good chance that people will investigate them. It's also a good chance for you to frame them. Be wary though, as Lookout may be one of these investigative roles and see you visit this person;

    • Framing a mafia-known Jester could possibly get them lynched, killing a Townie or a Neutral in the process. Plus, if the Jailor or Vigilante decides to kill them, they've wasted a shot or execution;

    • Remember, it isn't necessary (and isn't necessarily helpful) to frame someone every night. Framing on even-numbered nights risks getting killed by the Werewolf; framing on any night risks hitting the Veteran. And worst of all, whenever you frame anyone, you confirm to every Spy in the game that your target is not Mafia, accomplishing the exact opposite of your goal (whereas you'll only trick a Sheriff or Investigator if they happen to investigate your target that very night). Sometimes, consider not framing people unless you have some reason to suspect that they'll be investigated that night;

    • Since visiting a target confirms them as non-Mafia to every Spy in the game, consider framing people who have already been visited by the Mafia, minimizing the damage you do. If you visit every person in the game one by one, you risk exposing the entire Mafia to Spies through the process of elimination.
      __________
    • The Framer is an incredibly weak role, to the point where its ability is nearly useless in most games; so you should primarily focus on the general Mafia strategies. Remember that as useless as you are, you are still an extra vote for the Mafia and can be promoted to Mafioso, so don't throw your life away needlessly.
    Janitor
    Mafia Deception

    The "Cleaner".



      General Information:
    • "Cleaning" only means your target's role and Last Will will not be revealed to the Town. It does not have any effect on an Arsonist's gas;
    • If there are no kill capable Mafia roles left, you will become a Mafioso;
    • You can talk with the other Mafia at night;

    • Your cleaning attempt will be successful if your target dies for any reason, including leaving.
      >> The cause of death will still be revealed to the Town, which will prove their role if they were a Vigilante committing suicide or a Bodyguard dying while protecting their target.

    • Your target's role will appear as "cleaned" in the Graveyard;
    • After you have successfully cleaned a victim, you will receive a message about their exact role;
    • You will be able to read your victim's original Last Will by clicking on their name in the Graveyard. Everybody else, including the Mafia, will see a blank Last Will;
    • The Retributionist isn't supposed to revive victims you have cleaned, however they sometimes still can. This is a known bug;
    • Amnesiacs cannot attempt to remember a cleaned person's role;
    • If a Forger attempts to forge your target's Last Will, their attempt will have no effect.

      Strategy:
    • It's very important cleans Town Investigative roles because they are almost guaranteed to write something in their Last Will that is important to aid the Townies in lynching the right people. Always clean them, especially if the Mafioso or Godfather decides to kill a known Town Investigative. You can later disguise to be one of the Town Investigative role as well. Additionally, Consiglieres can benefit from the information obtained, and it will often help them prioritize their investigations;

    • Be wary of cleaning the Mafia's first target. Since night one is when Investigators and Sheriffs will only be getting their first bit of information, if you kill one of them, their Last Will will not contain useful information for the Town. If any roles that are not Town Investigative are killed then it doesn't matter either, because the Retributionist normally waits to use their only revival past Night 3, and the Medium is almost never confirmed after the first night. As the information from these Last Wills will not surface until much later, your cleanings may be more useful to use later on;
      >> On the other hand, in games with tighter role lists, like Ranked, cleaning anyone will conceal their role and make it much harder for the Town to determine people's roles by process of elimination; therefore, it might be a worthwhile strategy to offload all your cleans as quickly as possible to be sure you free up as much claim-space as you can before you die.
      >> If the Mafia has two Janitors, or a Janitor and a Forger, it's usually worth cleaning or forging every person who dies, since you're unlikely to run out before the end of the game.

    • Retributionists are also unable to revive your cleaned targets. This can come in handy when dealing with a revealed Mayor, Jailor, or other important roles who often leave important Last Wills;

    • Even when you are cleaning Town roles that seem have no importance for the Mafia in their Last Will (such as Doctor, Witch, or Survivor), it still can be helpful to confuse the Townies in a situation where the role list is comparatively rigid;

    • If you're in doubt about when to use your cleanings, you might consider cleaning a person who is leaving the game or getting disconnected ("apparently committed suicide"). Those who left the game are incapable of telling a Medium their true role, and are usually not investigated and not watched (usually first night), and they are guaranteed not to retaliate (e.g. Veteran or Werewolf). This always sheds doubt especially on semi-random role lists, as Townies will be unsure of the existence of that role.
    Godfather
    Mafia Killing

    Godfather is the king of Mafia.



      General Information:
    • You can pick a target to attack each night. Your decision overrides whatever choice is made by the Mafioso (if there is one).
      >> If you are role blocked, then the Mafioso will attack his own target.

    • If there is a live Mafioso (and they are not role blocked that night) then they will do the killing for you. This has the following implications; only the person who does the actual killing will:
      >> Be visible to a Lookout who watches the target.
      >> Get killed by a Bodyguard, Werewolf or an alerted Veteran at that location.
      >> Get an immunity message if the target has Night Immunity. Note that if the Mafioso does the attacking, the Godfather will not get an immunity message for ordering an attack on a target with Night Immunity.
      >> Leave their Death Note behind for the Town to see in the morning.

    • If there is no Mafioso, or if the Mafioso is role blocked, the Godfather will perform the kill personally and will be subject to all of the above instead;
    • If the Mafioso is alive at the exact moment the Godfather dies, the Mafioso will be promoted to Godfather;
    • If both the Mafioso and the Godfather die in the same night, whoever is promoted to Mafioso will instead become the Godfather;
    • If there is no Mafioso when you die, then a random member of the Mafia will become a Mafioso; they will not be able to become a Godfather;
    • You can talk with the other Mafia at night.

      Godfather picks a target
      no Godfather /
      role blocked /
      doesn't pick target
      Mafioso picks a target
      Mafioso attacks Godfather's target
      Mafioso attacks their own target
      Mafioso doesn't pick target
      Mafioso attacks Godfather's target
      no attack
      no Mafioso /
      role blocked
      Godfather attacks their own target
      no attack

      Strategy:
    • It's important for the Godfather to give orders to his Mafia and to make the most use out of all of their abilities. It is also important to listen to your Mafia and make use of any knowledge that they give you;
    • If you are pressed to claim a Town role, the most obvious choice is Bodyguard, since that's your investigative result;
    • Be cautious about claiming it unnecessarily though; the Town also knows it's your most obvious choice (and it's also the obvious choice for an Arsonist). In the late game a desperate or aggressive Town might lynch you for claiming it if they have no other leads;
    • Claiming Bodyguard is also difficult if an important confirmed Town role like the Mayor or Jailor has died at night, since the Town would wonder why you weren't protecting them;
    • If you are jailed on Night 1, try claiming Executioner and tell him if you help him lynch your target you will side with the Town. That would explain your Night Immunity and keep people off your case for a while. Of course this could backfire if the Jailor chooses to execute you the next night;
    • Tell your Mafia not to say their names if you are uncertain if there is a Spy, so that you aren't accidentally revealing your names;
    • If attacked by a Vigilante, you can claim that you were a Bodyguard and used your vest. Do not claim you were jailed; a real Jailor would know that you're lying and execute you the next night;
    • If you are Godfather make the same Death Note as your Mafioso. If he manages to kill someone copy his deathnote into yours. So if an escort blocks him and you kill instead, it does not seem suspicious. Same goes for if your Mafioso is jailed;
    • If anyone starts acting like a Jester, you're probably best to leave them alone. It's most likely a Veteran or Neutral(Killing) role. If you don't have a Consigliere to check it out tomorrow, try shooting them on the next non-full moon night;
      If you are Godfather and get found out by investigator, there are a few options.
    1. Claim the investigator is executioner (this will only buy you a couple of days at max). This doesn't work if the game is moving towards ~day 5-6 (exe would have made his move before then, probably) or the investigator is proven.
    2. Claim you were transported. When no one else claims it you can just say "Is the real Godfather going to claim transported and get himself lynched?" or something to that effect. Again, this will only buy you a couple of days.
    3. Stall - buys you a day at max. Might be what you need though.
    __________
    • Of course, a Godfather can always negotiate with neutral roles, as the Serial Killer (the big opponent of the Mafia), the Survivor or the Witch.
    Mafioso
    Mafia Killing

    Mafioso can kill if the Godfather doesn't give you orders, otherwise he must follow Godfather's orders.



      General Information:
    • Each night, you can pick one person to vote to kill; however, if there is a Godfather and they pick someone else, their decision will override yours, and you will attack their target instead;
    • Regardless of whether there is a Godfather or not, and regardless of their actions, you will do the actual killing, provided you are alive and not role-blocked. This has the following implications; whoever does the actual killing will:
      >> Be visible to a Lookout who watches the target.
      >> Get killed by a Bodyguard, Werewolf or alert Veteran at that location.
      >> Get an immunity message if the target is immune. Note that if the Mafioso does the attacking, the Godfather will not get an immunity message for ordering an attack on an immune target.
      >> Leave their death note behind for the Town to see in the morning.

    • If you are role blocked (or if you die, or if there is no Mafioso), the Godfather will perform the kill personally and will be subject to all of the above instead;
    • If the Godfather dies during the game, you will become the new Godfather. You can't become the Godfather if there was none in the beginning of the game;
    • If you die and there is no living Godfather, any last Random Mafia will become the new Mafioso. If there are multiple Random Mafia, whoever joined the lobby first will become the new Mafioso;

      Godfather picks a target
      no Godfather /
      role blocked /
      doesn't pick target
      Mafioso picks a target
      Mafioso attacks Godfather's target
      Mafioso attacks their own target
      Mafioso doesn't pick target
      Mafioso attacks Godfather's target
      no attack
      no Mafioso /
      role blocked
      Godfather attacks their own target
      no attack

      Strategy:
    • If there is no Godfather, you will lead the Mafia instead. Do not take coordination for granted;
    • Communication with the Godfather is of utmost importance. You should alert the Godfather the next night if your target was immune in order to avoid the Godfather repeatedly ordering you to attack the same target; remember, if you don't tell them, the Godfather has no way to distinguish between a target who was immune and a target who was healed by a Doctor;
    • The Godfather and you should always both choose a target. If one of you is role blocked, the other will attack instead;
    • If the Godfather is jailed, make sure to attack that night to throw suspicion off of him. Nothing screams Mafia more than no deaths when someone is jailed. If no Mafia killing roles are unable to attack (jailed, afk, etc) claim that you were attacked and that you were healed or keep a pattern that follows the night that no mafia attacked.
      >> Alternatively, once or twice in a game you may want to not attack for one night, as this will bring suspicion onto whoever was jailed/role blocked, and can even get them lynched if they claim a role like Vigilante or Veteran. This will work even better farther into the game if a Jailor or Escort is still alive, but this trick will usually only work once if the town discovers that the player is innocent. Be careful; the downside to this trick is that you're slowing down your killing and giving the town investigative roles more time to catch you, so only do it if you're confident the confusion it will cause is worth it.

    • With a Death Note, try a different personality than how you usually type to throw off suspicion. If possible, mimic another person's personality and typing (spelling errors you wouldn't usually make, bad grammar if you use good grammar normally).
      >> Another option is to not leave a Death Note at all, so if someone is role blocked nobody looks suspicious. It also has the advantage of not revealing anything in the death notes themselves.

      __Claiming a Town role
    • Your Investigator results are Mafioso, Veteran, or Vigilante.
      >> Vigilante is your easiest claim, though if there's someone acting like a Jester or otherwise obviously evil, the Town might expect you to shoot them. And since it is very well known for a Mafioso to claim Vigilante, you might be lynched or executed by a Jailor.
      >> Veteran is a unique role; if there's a Veteran in your game, they'll likely call you out as soon as you try to claim it, and if they die you'll be immediately exposed. On the other hand, the dangers of claiming make it much more convincing if you're willing to take the risk, and you're less likely to be visited out of fear of being shot.
      >> If you have no Godfather, claiming Vigilante can be dangerous, since an Escort and the Jailor will know that that claim indicates a possible Mafioso and will likely try role blocking you. Claiming Veteran might discourage Escorts, but won't discourage the Jailor. In that situation, you should avoid claiming if at all possible, and may want to claim outside your Investigator results if necessary.
      >> A major problem for Vigilante claims is the fact that town may ask you to shoot someone, and failing to do so may result in town lynching. A way around this is to claim you did indeed shoot this person, and they were immune. Hope they are actually Night Immune to ensure your prolonged existence.
      >> Claiming inside your investigative results can be bad way to play, and other strategies may need to be adopted.
    Consigliere
    Mafia Support

    The one role that can pose as a townie effectively.



      General Information:
    • You can talk with the other mafia at night;
    • If all the Mafia Killing die, you become a Mafioso;
    • Your role is very similar to the Investigator. However, your investigation results show your target's exact role, whereas the Investigator is given up to three possible roles;

      Here are the roles given when a Consigliere visits someone:

      Role Description
      Role
      Your target gathers information.
      They must be an Investigator.
      Your target is a trained protector.
      They must be a Bodyguard.
      Your target detains people at night.
      They must be a Jailor.
      Your target watches who visits people at night.
      They must be a Lookout.
      Your target is a paranoid war hero.
      They must be a Veteran.
      Your target will bend the law to enact justice.
      They must be a Vigilante.
      Your target is a professional surgeon.
      They must be a Doctor.
      Your target is a beautiful woman working for the town.
      They must be an Escort.
      Your target is the leader of the town.
      They must be the Mayor.
      Your target speaks with the dead.
      They must be a Medium.
      Your target wields mystical powers.
      They must be a Retributionist.
      Your target is a protector of the town.
      They must be a Sheriff.
      Your target secretly listens in on private conversations.
      They must be a Spy.
      Your target specializes in transportation.
      They must be a Transporter.
      Your target uses information to silence people.
      They must be a Blackmailer.
      Your target is a leader of the Mafia.
      They must be the Godfather.
      Your target gathers information for the Mafia.
      They must be a Consigliere.
      Your target is a beautiful woman working for the Mafia.
      They must be a Consort.
      Your target pretends to be other people.
      They must be the Disguiser.
      Your target has a desire to deceive.
      They must be a Framer.
      Your target forges documents.
      They must be a Forger.
      Your target cleans up dead bodies.
      They must be the Janitor.
      Your target does the Godfather's dirty work.
      They must be a Mafioso.
      Your target does not remember their role.
      They must be a Amnesiac.
      Your target enjoys watching things burn.
      They must be a Arsonist.
      Your target wants someone to be lynched at any cost.
      They must be the Executioner.
      Your target wants to be lynched.
      They must be a Jester.
      Your target wants to kill everyone.
      They must be a Serial Killer.
      Your target simply wants to live.
      They must be a Survivor.
      Your target casts spells on people.
      They must be the Witch.
      Your target howls at the moon.
      They must be a Werewolf.
      YYour target tracks Vampires.
      They must be a Vampire Hunter.
      Your target drinks blood.
      They must be a Vampire.

      Strategy:
    • As a Consigliere, you can be one of the most useful members of the Mafia, as you are able to determine the exact role of your investigated target. This means that you can provide a massive amount of information very quickly. You are especially useful because you can provide leads for the Mafia's activities at night;

    • Deception Strategy: if an Investigator claims that you may be a Consigliere, show the Town a role that opposes them and get that person hanged (other than your Mafia friends). If you find a Neutral Killing role such as a Serial Killer; proclaiming yourself as an Investigator on the second day and lynching the Serial Killer can be an excellent way to make the Town gain trust in you. Once proven, you can lead the Town in lynching Neutrals; while the Godfather and Mafioso remove some troublesome Townies;

    • Staying Hidden Strategy: be sure to always claim you are Investigator, unless that isn't possible in this game (if there is a Janitor and you found an Investigator, it is a good idea to kill the Investigator and make the Janitor clean him so you can claim you're Investigator without any suspicion);

    • Write your will as though you were an Investigator. This could help you out because if you get jailed and the Jailor asks you to put out your will, he has evidence to believe that you were in fact an Investigator. Also, if the actual Investigator was to investigate you, it would show up as Investigator, Consigliere, or Mayor, since he cannot determine your exact role.
      >> Avoiding Spies: if you investigate someone one night and whisper to them as an Investigator, Spy can notice the correspondence of the Mafia visit of a Consigliere and your whispers. Since a Spy can easily prove himself, a Spy who notices can easily get you lynched. When you investigate, mix up the order of people you whisper (not night-by-night) so that Spies get thrown off. You could accuse the Spy of being a Blackmailer that's trying to get you lynched and hopefully the Town believes you, it doesn't always work as people may actually suspect you as well.
      >> Also, try to avoid sharing people's roles with the Mafia unless absolutely necessary. If a Spy listens to the conversation, it ruins the point of cleaning said person, reveals the presence of a Consigliere, and also gives the Town another person to trust.
      >> Additionally, if you find a Serial Killer, Arsonist, or Werewolf, be careful when trying to get them lynched the next day. A Spy would know if a member of the Mafia visited that person and would assume you are a Consigliere.
    Consort
    Mafia Support

    The Consort plays very similarly to the Escort just on the Mafia’s side. It's most commonly used to stop Sheriffs and Investigators from finding the Mafia.



      General Information:
    • If you role block a Serial Killer or Werewolf (during Full Moon), they will stay at home and attack you instead.
      >> This will occur even if the Serial Killer is in jail or is executed by the Jailor. Your death message will notify you that you visited the Serial Killer.
      >> Your death message will not notify you that you visited the Werewolf; you will only know that you were attacked by them.
      >> You can be protected by a Doctor or Bodyguard from this attack.

    • You can talk with the other members of the Mafia at night;
    • If all the Mafia Killing die, you become a Mafioso;
    • There are multiple roles that are immune to your role block.

      Strategy:
    • Your role as a Consort is to cause as much trouble as possible to the Town and Neutrals without spilling blood. You are also the Mafia's last line of defense if there is an Investigator roaming around. While Doctors and Bodyguards protect an Investigator from harm, they don't protect the Investigator from being role blocked, making you a key role to the Mafia;

    • As a Consort, always try to work with a possible Consigliere in the game. The Consigliere may find an important role in the game for you to role block, such a Town Investigative role, or another possible danger such as a Vigilante, Bodyguard or even a Retributionist that is about to revive someone important;

    • Being a Consort is the easiest role to cover up, since you can claim Escort (sometimes this is tricky, since Town Support roles can all be claimed and taken) Since the effects of your actions are noticeable to the rest of the Town without killing them, it may be possible to claim that you are an Escort if someone asks your role, and list the people you've blocked the past few nights (players can say, "Yes, I was role blocked.") Doing so may help you win over the Town's favor and secure your position, especially near the end of the game. You may even prove your role by publicly promising to role block a particular person the next night. But if you are role blocking the confirmed Vigilante, don't claim you are Escort, because then questions will rise when the Vigilante says he's been continuously being role blocked when he wants to shoot somebody else;

    • If you are claiming Escort, you shouldn't role block any confirmed town unless you absolutely need to. Since an Escort would be role blocking suspicious people, doing so could make people believe you are the Consort instead;

    • While being a Consort may be easy to fake as an Escort, remember the fact that you still retain the attributes of a normal Escort as well. This means that you will still die if you role block a Serial Killer or a Werewolf on a full moon night. However, this may be useful to the Mafia, as they now are aware of said person being evil;

    • If you find out who the Retributionist is, it is highly recommended to continuously role block them, as they can be a bit of an annoyance if they were to bring back someone devastating to the Mafia such as a Jailor or Mayor, or even a Sheriff or Investigator with a forged Last Will to get some information out of them;

    • If you're facing Vampires, you want to identify and continuously role block the youngest Vampire. The easiest way to do this is to identify a likely Townie, someone who is definitely not a Vampire yet and then role block them repeatedly; ideally, the Vampires will eventually bite them, at which point you'll be able to keep them from biting again;

    • A viable strategy is to claim to be an Escort, then write that you have role blocked fellow members of the Mafia in your Last Will. Then, those members of the Mafia can "confirm" you to be a true Escort by saying that they were role blocked. Additionally, if you die and your Last Will is revealed, the Town might think the people you role blocked were also Town (since you can't role block your fellow members of the Mafia).
    Blackmailer
    Mafia Support

    Blackmailer is an eavesdropper who uses information to keep people quiet.



      General Information:
    • When a blackmailed target tries to speak, they will simply receive a message saying "You are blackmailed." and nobody will be able to see their original message nor their attempt of speaking;
    • If the blackmailed target is voted to go on trial during the defense phase, the blackmailed target's message will be changed to "I am blackmailed."
      >> The "I am blackmailed." message can now be sent more than four times if you leave a gap between trying to talk.
    • Your target is also unable to whisper, but can still be whispered to;
    • If you visit a Veteran on alert and you are killed, they will still be blackmailed the next day;
    • A blackmailed Mayor can still reveal that day;
    • You can't blackmail a target that was jailed that night;
    • You can't affect your target's ability to write in their Last Will & Death Note;
    • You can't affect your target's ability to vote and unvote someone;
    • You are able to hear whispers like the Spy;
    • You can talk with the other Mafia at night;
    • If all the Mafia Killing die, you become a Mafioso.

      Strategy:
    • You can attempt calling for a Spy-test to prove yourself innocent. Although this may seem like the most obvious claim as it fits your investigation results, you will face the risk of not fitting the role list or being busted or the risk of a Sheriff or Lookout revealing that you're evil;

    • If the Consigliere finds a Town Investigative or Town Support role, it can be useful to blackmail them then kill them outright, as they can reveal crucial information in their Last Will. Spies should especially be blackmailed as soon as possible;

    • Continue to blackmail the same person for a few turns, then casually ask why they have been so quiet, and isn't that rather suspicious. This only works when the person hasn't been giving signals about being blackmailed; additionally, be warned that this will tend to call attention to you - if it later becomes clear they were blackmailed, smart players will immediately be suspicious of anyone who pointed out that they were silent. For this reason, it might be best to wait and hope that a Townie notices their silence on their own;

    • Blackmailing the same person repeatedly has a few risks; if they're a Veteran, they'll easily kill you, while if they signal that they were blackmailed, Lookouts (or, worse, the Werewolf) may catch you blackmailing them the next night. On the other hand, like any member of the Mafia who visits the same person repeatedly, it has the advantage that you avoid revealing multiple people as non-Mafia to a Spy, although smart Spies will easily notice that the person has been role blocked or blackmailed for a few nights straight, therefore exposing a Blackmailer's existence;

    • Blackmailing the Mayor or Town Investigative can be good at making them less effective. Be careful of blackmailing a revealed Mayor as there could be a Lookout watching him, you will be called out by the Lookout due to the Mayor's signal of being blackmailed. The Town Investigative roles might visit a confirmed Veteran in order to get his information out if he has to;

    • Neutrals such as the Serial Killer and the Arsonist will have no defense if they are blackmailed;

    • If you are role blocked or your target dies in the same night, you or another member of the Mafia may act as if they have been blackmailed;

    • If you think you may be put on trial the next day, a good strategy is to not blackmail anyone that night and instead pretend you are blackmailed yourself. Again, this carries a risk of a Spy calling you out. However, if you have a Consort on your side, getting your Consort to role block the Spy, providing you know who the Spy is, prevents the Spy from checking whether you were actually visited;

    • Blackmailing people every night isn't necessarily a good plan; when the Town realizes that people are being blackmailed, it becomes much harder for you to claim Spy, and they're likely to be more cautious with whispers;

    • Be careful about claiming Spy especially to the Jailor. By the time your claim comes out, you might have become a Mafioso and lost your ability to pass a Spy-test
      >> If you do need to prove an older Spy claim after becoming a Mafioso, one option is to repeat a whisper from earlier in the game (which you heard back when you were a Blackmailer.) It's extremely dangerous and unreliable, but careless towns will occasionally accept this, if either of the people involved verifies it.

    Voting and canceling your vote twice - This is the sign for being blackmailed. Note: This won't work for a revealed Mayor if 3 or less votes are required to lynch, as a Mayor's vote is 3 votes, it will instantly send the person lynched.
    The Characters (Part 3: The Neutrals)
    Neutral Roles

    Role Name
    Role Alignment/Category
    Role Description
    Vampire
    Neutral Chaos
    Convert everyone who would oppose you.
    Serial Killer
    Neutral Killing
    Kill someone each night.
    Weerewolf
    Neutral Killing
    Transform into a Werewolf during the Full Moon.
    Arsonist
    Neutral Killing
    Douse someone in gasoline or ignite all doused targets.
    Executioner
    Neutral Evil
    Trick the Town into lynching your target.
    Jester
    Neutral Evil
    Trick the Town into voting against you.
    Witch
    Neutral Evil
    Control someone each night.
    Amnesiac
    Neutral Benign
    Remember who you were by selecting a graveyard role.
    Survivor
    Neutral Benign
    Put on a bulletproof vest at night, protecting yourself from attacks.

      Glossary abreviations:
    • Amn/Amne/Amnes = Amnesiac
    • Arso/Arson = Arsonist
    • Exe/Exec = Executioner
    • Jest = Jester
    • SK = Serial Killer
    • Surv = Survivor
    • WW/Were = Werewolf
    Vampire
    Neutral Chaos

    Vampires are a new faction that wants to bite or kill all Town, Mafia, Arsonists, Serial Killers and Werewolves.



      General Information:
    • You are Detection Immune (not suspicious to the Sheriff);
    • You aren't Night Immune;
    • Vampires can talk at night with other Vampires (like Mafia). A Vampire Hunter will be able to listen to the Vampires chat at night, as a Spy;
    • Vampires know who the other Vampires are;
    • At night, Vampires can vote which player should be bitten. If there is a tie, the target will be chosen at random among the targets with the most votes;
    • If there are four Vampires, the Vampires will not be able to bite another victim until there are fewer than four Vampires;
    • After a user has been turned into a Vampire the Vampires must wait a day to claim another victim;
    • If a Vampire visits a Vampire Hunter the Vampire will be staked in the heart and die;
    • If the youngest Vampire is role blocked or jailed no one can be converted that night;
    • If a role without Night Immunity is bitten by a Vampire, that role will turn into a Vampire (Werewolves are immune even on odd nights);
    • Mafia and Witches are immune to Vampires conversion;
    • If a Vampire bites any member of the Mafia except the Godfather, that member of the Mafia will die. This doesn't count as a conversion; you will be able to attack again the next night.

      __How Vampires Affect Other Roles
    • The target will not be converted in the following situations:
      >> The target is immune to Vampire bites: Vampire Hunter, Witch, Executioner, Godfather, all Neutral Killing roles, and any person in jail. Only in these cases, the youngest Vampire will get a notification of the target being immune.
      >> The target was healed by a Doctor. There is no notification for the youngest Vampire in this case, except the number of Vampires not increasing.
      >> The target was protected by a Bodyguard. Additionally, the Bodyguard and youngest Vampire will kill each other.
      >> The target was an alerted Veteran. Additionally, the Veteran will kill the youngest Vampire.

      Strategy:
    • The most important thing is to find targets you can convert, and to avoid ones you can't. Never try to bite anyone you suspect of having permanent Night Immunity, such as an Executioner;
    • Your highest priority are semi-confirmed Townies that cannot visibly confirm themselves, such as the Retributionist, Medium, Lookout, Doctor, and Bodyguard;
    • Consider converting Jesters, Survivors and Amnesiacs around the middle of the game when their roles are confirmed. Converting them can also be decisive late in the game in order to prevent them from siding with the Mafia;
    • Town Killing roles such as the Jailor and Vigilante are double-edged swords. They can kill Mafia and/or Neutral Killing roles (enemies hereinafter), but they also can kill Vampires. It is advisable to keep them intact until they start to suspect Vampires;
    • Sheriff and Investigator can help at finding enemies, and the Sheriff in particular is unable to find Vampires, so consider biting them after enemies are dead;
    • It's advisable not to convert a known Veteran as they may be on alert and the Vampire may lose their youngest. If you do manage it, however, the Veteran can become a valuable Vampire, as no evil wishes to visit a Veteran;
    • Try to spot and avoid the Vampire Hunter as the youngest Vampire will be staked after visiting him;
    • Don't attack people who attract too much attention, they may be watched by Lookout, jailed by a Jailor, or killed. Try to predict who will not be attacked. Visiting completely silent people is not a very good idea either as they are often enemies;
    • If someone acts like a Jester, do not visit him immediately because they may be killed by a Vigilante or Jailor. Even worse, they may be a Veteran trying to bait enemies;
    • If an Executioner makes their move early and it plays out terrible, consider converting their target. Not only does this confirm the new Vampire as town, and they can claim what ever is needed to get someone else lynched. However, if it looks like Town may believe the Executioner, or the Executioner might actually be what ever role they are claiming, your new Vampire might be lynched, which both outs the fact that Vampires exist and wastes your night biting them;
    • Remember that whoever you convert ends up on your side; therefore, you should try to convert people who seem alert, intelligent, and serious about the game, both to get them on your side and to remove them as enemies. Unlike other roles, Vampires sometimes get to choose who their teammates are.
    Serial Killer
    Neutral Killing

    The Serial Killer is the most independent Neutral role in the Town of Salem. You kill faster than any other role; but you are also the first and biggest target of all other players, with the possible exception of the Arsonist and Werewolf. Using deception, quick thinking and ruthless cunning, the Serial Killer can strategically eliminate anyone that stands in their way. There are several strategies below for the aspiring killing expert.



      General Information:
    • If an Escort, Consort or the Jailor visits you, you will be forced to stay at home (visiting nobody and attacking them).
      >> If multiple role blockers visit you in the same night, you will be forced to attack all of them.
      >> You will attack the Escort and Consort even if you are executed.
    • In a 1 vs. 1 stalemate between a Serial Killer and Godfather, the Serial Killer wins by default. In a Serial Killer vs. Arsonist stalemate, the Arsonist wins too;
    • You can be killed at night by attacks which ignore Night Immunity;
    • If the Serial Killer wins, all other Serial Killers who have not left the game will win as well.

      Strategy:
    • Choosing targets can be hard, because eliminating key roles will significantly help you get through the game undetected, but you also want to avoid attacking people who are being watched by the eyes of a Lookout or protected by a Bodyguard or Doctor;
    • Don't kill people under suspicion from the town. This is common sense, because if the town is focusing on someone else, they are not focusing on you;
    • If you don't suspect anyone of any important roles, attack quieter people. There is a much higher chance that people who don't make a commotion won't be watched or protected;
    • Jesters and Executioners pose very little threat to you. If you see someone acting like a Jester or Executioner, refrain from attacking them, as their main objective is to draw attention to themselves;

      __Kill priorities roles for you as Serial Killer (ordered by importance level)
    • Jailors
    • Any investigative role
    • Werewolves
    • Escorts and Consorts
    • Doctors and Bodyguards
    • Mayors
    • Retributionists and Mediums
    • The Mafia
    • Vampires
    • Other roles

    • Firstly, the Jailors. They hold the power to confine you and grill you for your role for an entire night. If they don't decide to execute you then and there, you will attack them that night, making you a prime suspect if the Jailor lists you as their last prisoner before they died. Jailors rarely give away their identity, but if they say anything identifying during the day, killing them as soon as possible is a very smart move unless there are any protective roles alive and aware.

    • 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.

    • Vampires: though they are weak at the start of a game, their ability to multiply and spread undetected can make them a dangerous foe later on. 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.

      __Potential allies
    • Though being a Serial Killer is typically a solo mission, there are some role setups where you may end up with one or more allies. 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.
      >> Other Serial Killers are your friends. You will win alongside other SKs, making them a reliable ally if you can find each other without alerting anyone else to your secrets.
      >> Witches are Neutral Evils that win if they're alive to see the town lose. 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.
      >> Survivors are Neutral Benigns that win with anyone as long as they're alive at the end of the game. 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. Since 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.
    Werewolf
    Neutral Killing



      General Information:
    • You will transform into a Werewolf every Full Moon. This occurs on every even-numbered night (i.e., during nights 2, 4, 6, ...).
      >> On these nights, everyone will receive the message "There is a full moon out tonight". Only you will receive the message "The light of the full moon has caused you to turn into a rampaging Werewolf!"

      Full Moon
      Not Full Moon
      Jailed or roleblocked
      Attack role blocker
      No effect
      Sheriff visits
      "Your target is a Werewolf."
      "Your target isn't suspicious."
      Witch controls
      Attack Witch target
      Visit Witch Target

      __Attacking a target
      During Full Moon, you can visit a target or yourself:
    • If you visit a target, you will attack your target and anyone who visits them.
    • If you select nobody or yourself, you will stay at home and attack anyone who visits you.
      >> If you are staying home, you will see at least one message of attacking someone. This is the game registering that you are "attacking yourself".
    • If your target is jailed, you will not be able to kill them, but you will attack any visitor, including the Jailor.
    • While your attacks ignore Night Immunity, your target can still be saved by a Bodyguard (who will kill you), a Doctor, a Jailor, or a Transporter; however, in all of those cases, the Town member saving them will die.

      Strategy:
    • The Werewolf is similar to the Serial Killer since both usually work alone and kill targets directly, but there are major differences:
      >> Bodyguards are dangerous; if they guard your target or any of your target's visitors, a Bodyguard will kill you. Make them your first priority.
      >> You can only kill on every even numbered night (Full Moon). If you don't manage to reduce the Town and Mafia numbers quickly enough, you can be found by an Investigator, Sheriff, Escort, Consort, Jailor, Consigliere, or by a night killer or Vigilante shooting you and discovering your immunity. Try to maul as many foes as possible every Full Moon.

    • An alternate strategy is to hide throughout the game. If you claim to be an Executioner and visit yourself every night, then, assuming no one visits you, you can attack out of nowhere during endgame.
      >> Note this is unlikely to work in game modes where there is only one Neutral Killing slot and the Any slot isn't a Neutral Killing role because claiming Executioner can get you lynched by the Town or executed by the Jailor. Unless the Town needs extra votes, you should be wary of claiming it.

    • Consider staying at home. If a Doctor visits you, you can claim to have been attacked by the Werewolf and healed by the Doctor. You will also kill anyone attempting to investigate or attack you, which can prevent them from telling anyone what they learn unless there's a Medium or Retributionist who resurrects them.
      >> Beware that if you stay at home, then the game mechanic interprets that as you visiting yourself. In that case, if a Bodyguard visits a live Werewolf at night, then both of them will die.

    • If you get attacked, you could be in trouble, since whoever attacked you is very likely to call you out for your Night Immunity in their next Death Note or Last Will. There's no perfect way to deal with this.
      >> One option is to immediately claim Survivor and say you vested. Survivor is a common Werewolf claim, and the Town loses little by hanging one, so this may not work, but if you're going to do it it's better to do it before you're accused rather than after. However, since Patch 1.5 this violates your investigative results.

    • If you see someone who said, "Investigator or Sheriff, this person is very suspicious. Please check them tonight", or "Escort please role block this person tonight", it is a good idea to attack that person who are going to be visited by those roles. Since they are less likely to be protected by a Bodyguard, watched by a Lookout, or healed by a Doctor, you might be able to kill some people, even the important Town Investigative or Town Support roles, and keep suspicion away from you for some time, unless your status already discovered;

    • You should focus on killing the "factions" of Vampires and Mafia more than focusing on killing Town. With a few exceptions, the Town is not a huge threat to you and will have trouble identifying you; but it is flatly not possible for you to win if the game comes down to you against multiple Mafia or Vampires. Additionally, both have a high chance of identifying you by attacking you; you should try to eradicate them as quickly as possible;

    • If your target was jailed, you will kill the Jailor and the Town will likely suspect the jailed target of being the Werewolf.
      >> If you kill an Escort or Consort, that effect will be the same with the townies.

    • If your target was investigated, role blocked or framed, you will kill these dangerous roles without needing to know their identities;

    • Sheriffs are somewhat dangerous; if they interrogate you on a full moon night, they'll see you're a Werewolf. Fortunately, few Sheriffs remember this fact, and few Townies remember to check a Sheriff's will with that in mind, so a Sheriff who interrogated you on an odd-numbered night and found you Not Suspicious may provide a degree of protection for you. Be sure to use this if the suspicion falls onto you;

    • Doctors, Lookouts or Transporters are not dangerous. If they heal, watch or transport your target, they will die. However, a Lookout can be dangerous if there is a Medium or Retributionist. That way, they could inform the Town of who the Werewolf is;

    • Be careful of Spies; if the Mafia know you have Night Immunity, they can potentially call you out saying why you didn't die. If so, then you are in great danger if you claimed to be a role without any form of Night Immunity.
      __________
    • Try to work with Witches, Survivors and Executioners.
    Arsonist
    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.



      General Information:
    • 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.

      Strategy:
    • As an Arsonist, you are the number one target/threat for the Mafia, Town, Vampire, Serial Killers and the Werewolf. 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. When you do douse, chances are that there will be ~10 players left so it will take less time to burn everybody. 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.
    Executioner
    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.



      General Information:
    • 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.

      Strategy:
    • 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:

      >> If your target was jailed or roleblocked, your claim will immediately be dismissed if the Jailor or Escort speaks up.
      >> If someone dies from 2 or more sources, you would either have to wait for a single source death, or have to claim to have seen 2 or more people visit that person, effectively causing you to frame 2+ people with no real evidence.

    • Investigator can be an effective claim, but it's situational depending on if the following roles are possibly available in the role list.
      >> Claim your target is either Spy or Blackmailer, and force a Spy test on them.
      >> Claim your target is either Godfather or Mayor, and force them to reveal.
      >> Claim your target is a loner (Survivor, Witch, or Werewolf).

    • 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. "[TARGET] IS SK; I'M SHERIFF" will probably net you more votes than your target, while being too quiet might get your callout ignored. 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.
    Jester
    Neutral Evil

    Very simple, the Jester wants to be lynched anyway.



      General Information:
    • You only win if you are lynched.

      Strategy:
    • 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":
      >> Failed whisper;
      >> You can also try and ask for roles by whispering, and if the person doesn't reveal their role, tell them that they are going to die next night. 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. Incredible as it may seem, i have +100 games and not yet won a game like Jester. I'm really bad with this role. EHEH


    The reaction when you play as Jester.
    Witch
    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.



      General Information:
    • 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.

      Strategy:
    • 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. Make a Vigilante commit suicide, stop the Jailor from executing, or make him execute whoever he's protecting, control the Serial Killer/ Werewolf/Godfather.

      __Strategy 1
    • Don't witch anyone till extreme late game. 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.

      __Strategy 2
    • Witch useful roles, try to mess up as many results as you can. 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.
    Amnesiac
    Neutral Benign

    The Amnesiac quickly needs to know who he is, and starts remember after Night 2.



      General Information:
    • 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.

      __When choosing a Mafia role:
    • 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.
      >> Amnesiacs can't physically select to become a Godfather or Mafioso as they are unique roles.

      __When choosing a different graveyard role:
    • 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.

      Strategy:
    • 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: outside forces such as Jailor and Investigator may threaten you to join their side if they find out you're Amnesiac. 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.e., Mafia, Town, etc.), boost your chances of winning, and allow you to appeal to that side if they try to lynch you. 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.
    Survivor
    Neutral Benign

    Haunted by his past, the Survivor locks himself in a room and just wishes to live.



      General Information:
    • You can only use the bulletproof vest 4 times;
    • Using a vest gives you temporary Night Immunity:
      >> Even if you are not attacked, your bulletproof vest will be destroyed.
      >> When you are transported, your bulletproof vest will still affect you.
      >> If a Witch controls you, you will use a vest instead of visiting anyone, regardless of who they try to target.
      >> You will not use your vest if you are role blocked.
    • 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.

      Strategy:
      __When to use your bulletproof vest
    • If you feel your life may be at stake one night, be sure to wear the bulletproof vest and protect yourself. 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.

      __Claiming Survivor
    • Choosing to claim Survivor has become easier after the Investigator results were changed, but if you choose to claim Survivor (before being forced to by a possible Investigator):
      >> If there isn't Arsonist, you can ask to be jailed. 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.
      >> Some Townies may lynch Survivors because they don't trust you or to make sure you will not side with their enemies.
      >> Remember, always consider if you think revealing as a Survivor is worth it. 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.

      __After blocking an attack
    • If you are attacked at night, and protect yourself with your bulletproof vest, your troubles aren't necessarily over; whoever attacked you is likely to reveal that you have Night Immunity, which will make the Town suspect that you are a Werewolf, Serial Killer, Arsonist, or (if not revealed by the Mafia) Godfather. 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., preventing their next death note from getting out for a while). 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.
    Night Events
    There are several things that can happen to you at night, each with varying effects.

    Attacked: Can be caused by several different sources. If you are not protected by someone or something that night, you will be killed.

    Blackmailed: Caused by a Blackmailer targeting you that night. You will be unable to speak for the duration of the following day.

    Controlled: Caused by a Witch targeting you that night. If you have a night ability, it will be used on whoever the Witch chooses.

    Doused: 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.

    Healed: Caused by a Doctor targeting you and you being attacked the same night. Appears in a bright green text line.

    Jailed: 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.

    Protected: Caused by a Bodyguard targeting you and you being attacked the same night. Both the Bodyguard and attacker will die under normal circumstances.

    Resurrected: 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.

    Roleblocked: 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.

    Seanced: 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.

    Transported: 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.
    Nigh Immunity
    Night Immunity
    Is a form of Immunity which protects a character from being killed at night. Roles with Night Immunity must be lynched during the Day or killed at night by roles who ignore Night Immunity (see below).

    If you attack someone who has Night Immunity at night for any reason, you will receive a message: "Your target was immune to your attack!" If this message does not appear but your target is still alive, they were healed by a Doctor.

    Roles With Night Immunity:
    _Godfather, Serial Killer, Arsonist, Werewolf - permanent
    _Executioner - permanent, if they don't turn into a Jester
    _Survivor - gained by using a bulletproof vest
    _Bodyguard - gained by using the bulletproof vest
    _Veteran - gained by going on alert
    _Anyone jailed by the Jailor (also protects from Arsonists and a Werewolf)
    Additionally, anyone who is healed by a Doctor will not die at night (exceptions below)

    If one of these roles is attacked and does not die, they will receive a message: "Someone attacked you but you are immune at night!"

    Roles who ignore Night Immunity:
    _Bodyguard - when killing your target's attacker
    _Jailor - when executing your prisoner (also ignores every other form of protection)
    _Veteran - when visited while on alert at night
    _Arsonist - when igniting your doused targets (also ignores healing)
    _Werewolf - when pillaging a house during a Full Moon
    _Jester - when haunting a guilty voter (also ignores every other form of protection other than a Transportertransporting the guilt to someone else)


    Bite Immunity
    Is a form of Immunity which protects a character from being turned into a Vampire when bitten by one of them at night. Vampires must lynch or rely on other characters to kill anyone with Bite Immunity.

    Roles with Bite Immunity:
    _Anyone with permanent Night Immunity, such as: Godfather, Serial Killer, Arsonist, Werewolf
    _Executioner - before they are turned into a Jester
    _Vampire Hunter (also counterattacks the Vampire) - before they are turned into Vigilante
    _Witch
    _Veteran - gained by going on alert
    A Bodyguard or Survivor using a bulletproof vest will not gain Bite Immunity.
    Additionally, anyone who is healed by a Doctor will not turn into a Vampire.


    Detection Immunity
    Is a kind of Immunity of some roles opposing the Town who can't be detected by a Sheriff, i.e. the Sheriff will receive the message: "Your target is not suspicious." All other Town Investigative roles and the Consigliere are unaffected.

    Roles with Detection Immunity:
    _All Neutral Evil roles: Executioner, Jester, Witch
    _Godfather - also applies if they were originally a Mafioso
    _Arsonist
    _Werewolf (only on a non-Full Moon night)
    _Vampire
    By far, the only role who can ignore detection immunity is a Lookout. Regardless of what detection immunities other roles have, a Lookout can still see who visits their target in the night, completely effective against the role that has Detection Immunity.


    Control Immunity
    Is a kind of Immunity which lets a character be unaffected by a Witch's attempt to control them. However, they may still be the secondary target.

    Roles with Control Immunity:
    _Any role without a night ability is unaffected by a Witch's control.
    _The Transporter is control immune. If they are visited by a Witch, they will receive a message: "A Witch tried to control you but you are immune."
    _The Veteran cannot be forced to alert or prevented from doing so (and will shoot any Witch who visits them while they are on alert)
    _Any role who is in jail is control immune as long as they are jailed. The Witch will receive the message: "One of your targets is jailed!" and their target will receive the message: "Someone tried to control you, but you are jailed!"

    [/u]Control Resistance:[/u]
    _The night abilities of Mediums and Jesters are unaffected by a Witch's control. However, they will be forced to visit the second target: a Lookout will witness this and a Veteran will attack the visitor.
    _Amnesiacs and Retributionists cannot be forced to target the Witch's choice with their night ability. They will only visit the Witch's target (including side effects) and are unable to use their ability themselves.
    _The Jailor will still jail their prisoner, but an execution will be forced or prevented.
    Last Will & Death Note
    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 400 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. Town members will often include descriptions of what they were doing in each of the nights.

    For example, a Lookout's will might include:

    Lookout:

    N1: Watched John Willard - Deodat Lawson and Cotton Mather visited them.

    N2: Watched Betty Parris - Giles Corey visited them (Betty died? 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:

    N3: 4 (by 3 and 7)

    This means that on night 3 you watched number 4 in the list, who was visited by number 3 and number 7.

    __Fake Will

    When writing a fake will, it might be a nice idea sometimes to include a bottom line saying "Last Visit: <player name>". 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:

    John Willard the ESCORT

    N1 William Phips

    N2 Alice Young

    CONSORT

    Last visit: Giles Corey

    This way, if John Willard dies from a Serial Killer or Werewolf on Night 2, everyone who reads the Last Will will realize that the first half is just a big lie, and the last visit of the Consort was Giles Corey, not Alice Young, thus Giles Corey should be suspected of being the Serial Killer or Werewolf. 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:" line of the Serial Killer's Last Will, might realize that, that player was attacked by the Serial Killer and survived, thus he/she is suspicious.

    >> As Mafia, this strategy can be pointless, as the other Mafia will see who you visited last night and write it in their Death Note.


    Death Note

    The Death Note is a piece of paper left behind by Town Killing, Mafia Killing and Neutral Killing roles on their victims. 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 400 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.g. as an Arsonist), your death note will appear for each of them. Additionally, you can change your Death Note while the victims are being announced in the morning.



    - Death Notes are a good way of circulating info while staying anonymous. This can be used by any Killing role.

    - Sometimes a Death Note can include if a player is immune, to make sure the person who tried to kill the immune person isn't openly announced (e.g. Godfather attacks Player A, but Player A is immune. Next night, Godfather kills Player B, and the Death Note includes that Player A is immune, and therefore suspicious).

    - Sometimes near the end of the game, where the Mafia is the slight minority, the Mafia may frame someone by saying "Our Consigliere says he is the Arsonist" or "Joe was immune" in their death note. Watch out for that!

    - Sometimes, a way of implicating others is by putting a player name in the Death Note. Most will probably realize this is not the real killer, but it throws a lot of suspicion around.

    - Death Notes can confirm what your intended action was during the night if you worry about Witches or Transporters altering your play. 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.

    __Things to Note:
    - Writing a Death Note against someone when you are the Serial Killer might not be wise, as if you are role blocked and leave a obvious targeted Death Note, it reinforces your role as Serial Killer if a will was recorded on the role blocker's visits.

    - Same goes for Mafia: 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.
    What is whispering?
    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.

    To whisper to someone, type /w [player name] [message]. 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.g. "Fred[you] is whispering to John Smith." Alternatively, you can type /whisper or use the desired player's number rather than name (every player is assigned a number from 1-15, and it can be found beside their name in the bottom right). Here are some examples of how to whisper:
    • /w Polar Were you attacked last night?
    • /whisper Aural Hello, Lookout. I'm a Spy.
    • /w 4 The Mafia's out for you.
    • /whisper 13 HEAL YOURSELF TONIGHT!

    Don't forget! Spies can see all whispers!
    Spy Test
    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. Such as [/w]. Now, if the person is a Spy, they will be able to see that and they should then give that number in day chat. [Spy: 7894] Now the two people who were doing the whispering know the Spy is legit, and they can confirm the Spy is a townie.

    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 test123 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.
    More glossary
    Knowing the lingo thrown around in Town of Salem is vital to understanding what's happening in each game. The following list contains the most frequently used abbreviations.

      Action Slang
    • BMd/BM'd = Blackmailed
    • Imm/Immune = Night Immunity
    • Invested/Invd = Investigated
    • RBd/RB'd/RBed = Roleblock
    • Res = Resurrect
    • TPd/TP'd/TPed/Transed = Transported
    • Whisp/PM = Whisper
    • Witched = Controlling

      Others
    • 8331 = 8 town, 3 mafia, 3 neutrals, 1 any (refers to the role list when games are being set up)
    • D# = Day # (where # is the day in question
    • Inno = Innocent
    • N# = Night # (where # is the night in question)
    • NK = Neutral Killing
    • NS = Not suspicious
    • PM = Whisper (usually stands for private message, but means whisper in Salem's context)
    • Sus(p) = Suspicious

      Miscellaneous
    • AFK = Away From Keyboard
    • GG = Good Game (amicable thing to say at the end of a game)
    • GJ = Good Job (mostly said when the Jailor, a Veteran or a Vigilante successfully kills a Mafia member or a Neutral Killing)
    • GL = Good Luck (amicable thing to say at the start of a game)
    • GLHF = Good Luck, Have Fun (amicable thing to say at the start of a game)
    • MVP = Most Valuable Player
    • OP = Overpowered
    • UP = Underpowered
    • PM = Private Message (AKA a Whisper)
    • Rand = Random
    • WB = Welcome back (commonly said to a townie after resurrection)
    • Tldr; or Tl;dr = Too long; Didn't read
      >>>Sometimes used when a will is too long and the player(s) don't want to read it.
    Conclusion

    Guys, good luck finding the truth!

    Btw, be careful with Cotton Mather (one of the default names of the game). He's almost always a bad guy!

    So, I hope this guide has been useful. Enjoy the game and don't hesitate to talk to me if you have any questions.

    Basic advice
    Don't announce your role unless it's necessary. Keeping your identity hidden will help you survive with 97% of Salem's roles. Plus, if you're evil, giving your identity away is an obvious bad move.

    Hugs, mates.
    Dragon Force
    42 Comments
    Luka Oct 30, 2022 @ 11:33am 
    Hey while I understand that you put alot of work into this guide can you make it good please? Ty
    Luke May 23, 2022 @ 9:55am 
    so, when are you gonna update this, fella?
    Aurora Dec 25, 2021 @ 10:54am 
    is anyone still here
    Nico Dec 21, 2021 @ 10:41am 
    Very outdated.
    Dystop May 10, 2020 @ 3:44am 
    outdated
    Error: Not Found Apr 10, 2020 @ 6:57am 
    can you friend me so we could play together
    Error: Not Found Apr 10, 2020 @ 6:55am 
    I was framer and we won cuz the gf was friends with jester and we hanged him and had him kill to our advantage
    Promaxinjer Jul 7, 2019 @ 2:27pm 
    I won a game as mafioso cause I tricked survivor I told him to vote guilty on veteran and it was 2v1 lmao
    Slad May 5, 2019 @ 1:38pm 
    I thought that this was a role only guide but the non-role advise helped a lot too as i'm new to the game!:steamhappy:
    Dragon Force  [author] Nov 16, 2018 @ 1:28pm 
    Pay some attention. This guide was written in 7th March 2017.