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In the base content of Town of Salem, there are eight different game modes to play in the game; Classic Mode, Ranked Practice, Ranked, Custom Mode, Rapid Mode, All Any, Rainbow Mode, and Vigilantics.

In every game mode except Custom Mode and Rapid Mode, the game will start automatically when the lobby reaches 15 players.

There are also Coven equivalents to all modes, a new Coven VIP Mode and Coven Lovers Mode. These modes rotate every Tuesday, so you can only play one of these modes at any time.

Classic Mode

Classic Mode is the simplest game mode as the roles are predetermined. This mode is geared towards newer players so they can learn roles without them changing every other game. This game mode will be the very first game mode a player will ever play, however, this does mean that if experienced players do decide to play classic, there will be little claim space if they are an evil role, but they can trick the new players into thinking they're townies.

The amount of roles depends on the number of players. The corresponding number will be the first roles that are used. For example: if there are 10 players only the first 10 roles will be used. This means that if there are twelve or fewer players, there will be no uncertainty to what roles are in the game, as there will be no Town Killing or Random Town.

The Town should press everyone for claims. If two people claim the same role, one is either the Random Town or an evil role. If 2 groups of two people claim the same role (for example, two people claim Sheriff, and two other people claim Doctor) one of them is definitely evil. The same goes if 3 people claim the same role, or if 2 people claim the same role when the Random Town slot is dead or taken. Once the Random Town is known, it is easy to narrow down who is evil by process of elimination. If you are evil, claim a role that fits in your investigation result that is hard to disprove and provide a will to back your claim up. If the Investigator dies and didn't put your investigation result in your will, you can claim any role. Be careful of counterclaims though, normally, the one with a better will is the one who stays alive. If you are a Jester, you should try and claim what a confirmed Town claims. Most people will likely believe them over you. If you are an Executioner, claim Sheriff or Investigator and accuse your target late game.

Roles

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Doctor Town Protective Heal one person each night, preventing them from dying.
Investigator Town Investigative Investigate one person each night for a clue to their role.
Jailor Town Killing You may choose one person during the day to jail for the night.
Medium Town Support Speak with all dead people at night.
Godfather Mafia Killing Kill someone each night.
Framer Mafia Deception Choose one person to frame each night.
Executioner Neutral Evil Trick the Town into lynching your target.
Escort Town Support Distract someone each night.
Mafioso Mafia Killing Carry out the Godfather's orders.
Lookout Town Investigative Watch one person at night to see who visits them.
Serial Killer Neutral Killing Kill someone each night.
Town Killing Town Killing May be either Veteran or Vigilante.
Jester Neutral Evil Trick the Town into voting against you.
1 Random Town Town Can be any Town role except for Jailor or Vampire Hunter.

Ranked Practice

This mode may be found under the 'Normal' tab and it features the same role list which Ranked Mode has.

  • 10 games of this mode are required to play Ranked.
  • Players may play this mode with friends in a party.
  • This mode is often played by players that need to warm up before a Ranked match.

Roles

Role Name

Role Alignment/Category

Role Description

Jailor Town Killing You may choose one person during the day to jail for the night.
2 Town Investigative May be Investigator, Lookout, Sheriff or Spy.
1 Town Protective May be Bodyguard or Doctor.
1 Town Killing May be Veteran or Vigilante.
1 Town Support May be Escort, Mayor, Medium, Retributionist or Transporter.
3 Random Town May be any Town role, as long as unique roles do not occur more than once.
Godfather Mafia Killing Kill someone each night.
Mafioso Mafia Killing Carry out the Godfather's orders.
2 Random Mafia May be any Mafia except Godfather or Mafioso.
1 Neutral Evil May be Executioner, Jester or Witch.
1 Neutral Killing May be Arsonist, Serial Killer or Werewolf.

Differences

  • Since you have a lot of Random Town placements, you must find all the Random Town in order to discern whether or not a claim is truly fake or not. This often takes place during the late game.
  • Due to the fact that there are three Random Town placements, there is a reasonable chance to have more than one Town Protective in this game mode. This means you can ask for other possible Town Protective to reveal early in the game and team with them, ensuring a good combo.

Ranked

Competitive? Experienced? Ranked may be found under the 'Normal' tab.

  • This game mode may not be played within a party
  • You will not know any other person in the Queue's REAL username
  • Scrolls will not work

Roles

Role Name

Role Alignment/Category

Role Description

Jailor Town Killing You may choose one person during the day to jail for the night.
2 Town Investigative May be Investigator, Lookout, Sheriff or Spy.
1 Town Protective May be Bodyguard or Doctor.
1 Town Killing May be Veteran or Vigilante.
1 Town Support May be Escort, Mayor, Medium, Retributionist or Transporter.
3 Random Town May be any Town role, as long as Unique roles do not occur more than once.
Godfather Mafia Killing Kill someone each night.
Mafioso Mafia Killing Carry out the Godfather's orders.
2 Random Mafia May be any Mafia except Godfather or Mafioso.
1 Neutral Evil May be Executioner, Jester or Witch.
1 Neutral Killing May be Arsonist, Serial Killer, or Werewolf

Differences

  • In order to participate in Ranked matches, you must have played and have completed 50 games in other Game Modes. You must also have completed 10 Ranked Practice matches, which counts towards playing 50 games.
  • You will be competing to win and earn Elo.
  • Rather than being placed into a lobby, you are placed into a queue that redirects you to a ranked match with fourteen other people. You will see a timer instead of the 'Play' button on the top of the screen, with the words 'Ranked Queue'. When the timer runs to 0, you will be shown a small picture with 2 options: 'Accept' and 'Decline'. Choose 'Accept' to join the queue. If you join when the timer is near 0, you might get a message telling you that the queue is already full but you will be the first person in the next queue.
  • The roles are predetermined (see below for list of player roles).
  • Scrolls are not allowed in this game mode,[1] because the developers wanted scrolls to have no effect on Ranked games and have a fair environment to play without them.[2]
  • Parties are not allowed in this game mode, as you are sent right into the queue.

Since there is more claim-space in Ranked than Classic Mode, it becomes slightly easier for the evils to claim freely; but unlike All Any, there's still a reasonably strict role list, allowing the game to be solved by process of elimination. Therefore, if you are Town, it is usually best to have a confirmed Townie that directs the Town on what to do. They should ask for claims and narrow it down that way. However, this has a downside in which it forces Jailor and other important Town roles to claim. If a Townie is confirmed, make sure you have a Transporter, Lookout, Bodyguard, Doctor, or even a Jailor on them. The Town should communicate with each other in the day time to gain information. If you are evil, try and lay low and attack semi-confirmed Townies, or ones that might be important and have no protection.

Custom Mode

Custom Mode gives the Host more freedom to choose what they want to put into their game. All players will earn the same number of Merit Points, which is dependent on the duration of the match.

The Host

  • The host is the first person who joins the lobby. If there are at least 7 players in the lobby, players are able to type /repick to pick a new host which will be one of the players in the lobby. You would also be needed to be in the lobby for at least 10 seconds before repicking the host.
  • The host can create the role list from 15 choices of any specific or random role. Random roles may be of a certain alignment (e.g. Neutral Killing), a certain team (e.g. Random Town) or Any.
  • The host has a few restrictions while picking roles:
    • There cannot be more than one of a Unique role (Meaning you can't have 2 of the same Role).
    • There cannot be more than four members of the Mafia or of the Coven.
    • There cannot be more than four Vampires.
    • There cannot be more than six Any roles.
    • There cannot be more than six of a particular role or alignment.
  • If the host leaves, the person below them will become the host.

For common setups to host, view Custom Setups.

Rapid Mode

Rapid Mode is a Game Mode where everything is fast-paced. The timer for several aspects of the game is cut in half, leaving you with much less time. If you need a quick game or a fast-progressing game, then this is where you'll find it. All players will earn the same number of Merit Points, which is dependent on the duration of the match.

Differences

  • Time given to complete actions is cut in half.
  • Overall duration of the game is decreased.
  • Certain roles drop in usefulness (see Disadvantages)

Advantages

  • Great for people who want to play a game but don't have enough time.
  • Great for people who like fast progression.

Disadvantages

  • Night and Defense phases progress very fast.
  • Less amount of time to write your Last Will.
  • Difficult to find a match, as it is not as popular as other game modes.
  • Some role abilities are put at a disadvantage with the shortened time frame (i.e. Medium's seance, Jailor's jailing, and Forger's writing a forged will).
  • Difficult to discuss with each other.
  • Shorter time to choose what you are going to do at night.

Strategy

Rapid Mode forces players to summarize their findings as fast and as succinct as possible. Interrogations are also forced to speed up. Players who are able to summarize accusations can effectively carry the game and steamroll over the rest of the Town. However, just like Custom, the strategy depends on the role list.

All Any

All Any mode is completely random and consists of 15 Any slots, which can be any of the 33 roles in the game (49 for Coven). As with other modes, there can only be one of each Unique Role if one is selected. Games can start with as many as 4 members of the Mafia and, although very rare, as few as 0 members of the Mafia. Games can also start with up to 4 Vampires.

Normally, the Mafia has a big advantage over the rest of the factions. They are the usually only faction that knows their identities instantly, while the Town can take many days to figure out who is who. If you are accused of any role, call them an Executioner. If you are evil, you should refrain from claiming Jester because that is a common claim for evils in this mode. The Town has to converse and figure out the role list very quickly before the evil roles kill them all off or the Vampires convert them all.

Advantages

  • It is significantly easier for Neutral roles to win games, as chances are that there aren't as many Town roles compared to other game modes.
  • Members of the Mafia may also find it easier to win as they instantly recognize their teammates.
  • Games generally take a short time to start as it is popular among Town of Salem players.

Strategy

All Any mode requires players to only rely on the findings of their own and other people. As such people who rely on the role list to make accusations may be at a disadvantage.

Rainbow Mode

Rainbow Mode is a chaotic game mode where the role list looks like a rainbow. Arsonists, Serial Killers, and the Godfather are night immune, as well as any potential Survivors and Veterans on alert.

Role Name

Role Alignment/Category

Role Description

Godfather Mafia Killing Kill someone each night.
Arsonist Neutral Killing Douse someone in gasoline or ignite all doused targets.
Survivor Neutral Benign Put on a bulletproof vest at night, protecting yourself from attacks.
Jailor Town Killing You may choose one person during the day to jail for the night.
Amnesiac Neutral Benign Remember who you were by selecting a graveyard role.
Serial Killer Neutral Killing Kill someone each night.
Witch Neutral Evil Control someone each night.
1 Any May be any Town, Mafia or Neutral role, as long as Unique roles do not occur more than once.
Witch Neutral Evil Control someone each night.
Serial Killer Neutral Killing Kill someone each night.
Amnesiac Neutral Benign Remember who you were by selecting a graveyard role.
Veteran Town Killing Decide if you will go on alert and kill anyone who visits you.
Survivor Neutral Benign Put on a bulletproof vest at night, protecting yourself from attacks.
Arsonist Neutral Killing Douse someone in gasoline or ignite all doused targets.
Mafioso Mafia Killing Carry out the Godfather's orders.

Strategy

Mafia

Main Ally: Witch - Witches can stop the evil Serial Killers from killing your Mafioso, Arsonists from killing you, and only have a 50% chance to affect you.

Night Kill Target: Amnesiac - Amnesiacs likely will join the Arsonists or Serial Killers. They can become you, but the odds are lower as Neutral Killing has a better chance to get allies and kill you.

Lynch Target: Arsonists - Sure, the Serial Killers can kill your Mafioso, but you can try to trick them later in the game. Arsonists can kill both of you and are the ultimate threat to the game, able to kill everyone.

Arsonists

Main Ally: Other Arsonists - The best team you have is your own. You can kill anyone, and as soon as someone is doused, you can ignite them later or even in the same night for quick deaths. Arsonists can collaborate through Death Notes on when to ignite, who to douse, etc.

Night Kill Target: Town - They're your bane. If either of them still can use their ability in an endgame, they win. The Jailor can kill you early, and the Veteran just wants to save themselves from attacks, not mass-kill.

Lynch Target: Mafia - If you're not killing members of the Mafia at night, lynch one of them. An informed group can be very powerful towards the endgame, and if it's 2 versus 1 or 3 versus 2, you're doomed. Also, Survivors and Witches will likely side with them.

Survivors

Get your name out there. The longer you wait, the less believable your claim is. Keep reminding people, and they won't want to hurt an ally.

Even if you claim Survivor, there still might be threats to your safety, so keep a lookout for JailorWerewolf, and Arsonist, because all of them have the ability to break through your defenses.

Note: if you claim to be a Survivor on the first day, someone may try to kill you on the first night, but you can use a bulletproof vest to keep yourself safe.

Town

Main Ally: Survivors - Survivors will probably go to the side that wins the least in the endgame, so team up with them. The Mafia could work too, as you can easily win in a 1 versus 1, and an Arsonist if you aren't doused. Remember that because the Town doesn't have the majority, you will need any ally you can get to compensate for your lack of Night Immunity.

Night Kill Target: Serial Killers - They make the most nightly kills of any faction, and the longer they live, the more likely you are to die. Also, Serial Killers in jail will kill the Jailor if said Jailor doesn't execute them.

Lynch Target: Mafia - You need one lynched in order to win in the endgame with them, so think long-term.

For Veterans, it's best to start using alerts after Night 1, constantly or on most of the nights, since Rainbow Mode is full of evil roles. Once you're out of alerts, you can ask Jailor to jail you. Also, the if you are the Jailor, be wary of Town and Neutral Benign claims, as they can either actually be what they are claiming, or an evil role trying to weasel out of an execution.

Amnesiacs

You have 2 tactics:

Be peaceful - Remember that you were a Witch or Survivor, claim you're that person, be helpful to everyone you can.

Steal the win - If an Arsonist dies Night 2 or 3 with something from 10 or less people alive, become an Arsonist. The other Amnesiac will likely do too, and you will have a power group. If they aren't dying, remember that you were a Serial Killer. You still have an effective faction that can take the majority and kill the Town and a Mafioso.

Serial Killers

Main Ally: Survivors - They have bulletproof vests, they won't be that afraid of you, especially if you vow you won't attack them. Witches will likely mess up your killing flow to protect themselves, but they work when it comes to voting.

Night Kill Target: Town - You have a Veteran, trying to save himself from being shot, and can be in a 1 versus 1 with you in the endgame, which is a gamble. You also have a Jailor that can kill you literally or passively through Last Wills, and you will likely be lynched because only Survivors and Witches win with you. Kill them off as fast as you can, but be cautious of alerts.

Lynch Target: Arsonists - They're the only faction bigger than you. They can kill everyone, including you, they have the same numbers as you, are in your case in the endgame, are basically you but stronger in this setup. You can get an easy lynch out of them as they're prime targets to kill. It's a long-term plan that will help in the endgame.

Witches

Claim and confirm yourself as a Survivor, and pretend to do what Survivors do, remind people constantly. You can convince Jailors not to execute you because you aren't the primary kill. People can have good games because since the Jailor might already die, so you can tell them not to execute you as you are the least priority target. In order to win the game, its best if you tell the Mafia you're a Witch and team up with them before they kill you.

Any:

Jester/Executioner

What people lynch on varies between games, so that can change. However, Executioners can claim on stand, and people will probably lynch the Town, or if you want to be subtle, just put one vote on someone. For Jesters, become an annoyance that people just dislike and want out of the game. Don't spam, as that's breaking the rules, but being annoying all varies on how you feel, (Ex. Name, Spoiling a Movie, Unpopular opinion on Politics/games/movies, etc).

Werewolf

Main Ally: Witches - If you communicate, you won't be threats to each other, and to be safe they can control you every other night. Survivors will probably fear you because of your killing ability.

Night Kill Target: Town - Veterans tend to attract attention, and if you attack them when they aren't alerting, you can get a bunch of kills in, but you have to read when they're alerting correctly. Also, them alerting in endgame is incredibly bad. Jailors can out you like Serial Killers, and they can kill you in endgame. Also, you probably want to avoid attention unless you want to stay home for some reason.

Lynch Target: Arsonists - They can douse you, ending your Night Immunity and devastate your life if they ignite. In a 1 versus 1, a draw will come out as they will ignite you and you will maul them, creating a draw.

Vampire

Try to bite the Town for less threats and Amnesiacs so you don't have a big role against you. You can even try to persuade the Jailor to get bitten if you want. Survivors and Witches will probably side with you for this rare occurrence. Everyone who you can't bite though, except for Witches, are lynch targets, as they're in a factions that can kill you.

Bite target: Amnesiacs - If you ever see an Amnesiac that is claiming, or in a even better case, a confirmed Amnesiac, bite them. The Town will usualy think their still just waiting to remember to win easier, and they will be one of the last targets to lynch or kill.

(From olly's forum page: http://www.blankmediagames.com/phpbb/viewtopic.php?f=3&t=37586&p=1168297&hilit=Rainbow+Mode+Strategy&sid=990356e5e8923c0305d87b8b71477a2b#p1168297)

Vigilantics

The goal of Vigilantics is for one team, either Vigilantes or Witches, to kill the opposing team at night to win. Witches want to force Vigilantes to kill other Vigilantes, and Vigilantes try to shoot or lynch the Witches. If a Vigilante shoots another Vigilante, both will die, as the original shooter will commit suicide after murdering a Townie.

Differences

  • Up to 10 Vigilantes and 5 Witches are picked, rather than a diverse set of characters.
  • The tendency for less players leads to faster games.

Advantages

  • Luck-based (advantage for some, not for others).
  • If you're a Witch, you won't die from being controlled by another Witch to target yourself.
  • If you're a Witch, you will survive the first time you were shot by a Vigilante

Disadvantages

  • The game is very much based on luck. If you shoot the wrong person, you're done for.
  • If you're a Vigilante, you have a very high possibility of either dying by guilt or dying by another Vigilante.
  • Players are scarce, so it will take quite a while to fill up the lobby.
  • If you're a Witch, you can only defend yourself from being shot by a Vigilante once meaning that if you were shot two times in one night you will die.

Strategy

It is a game of risk, chance, and luck. The most effective way to rid of Witches is by lynching them and hoping you guess correctly. There is little strategy to this game Mode, other than pointing your barrel in the right direction.

However, as a Witch, there is a certain strategy that you can take. Choosing a random person and sending them to another person can result in a Vigilante killing one of your fellow Witches. To avoid this from happening, you can have the person visit themselves. This can result in nothing happening, in which case you have found a Witch and can team with them. If it's a Vigilante, they kill themselves. The only downside to this is that you cannot achieve a double Vigilante kill which comes from a Vigilante killing another Vigilante, and then they die for killing a Townie.

Coven Classic

Coven Classic is a Game Mode exclusive to the Town of Salem: The Coven expansion.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Lookout Town Investigative An eagle-eyed observer, stealthily camping outside houses to gain information.
Psychic Town Investigative A powerful seer with a gift for finding one's secrets.
Jailor Town Killing A prison guard who secretly detains suspects.
1 Town Protective Can be Doctor, Bodyguard, Crusader or Trapper.
Coven Leader Coven Evil A voodoo master who can control the actions of others.
Potion Master Coven Evil You are an experienced alchemist with potent recipes for potions.
Executioner Neutral Evil An obsessed lyncher who will stop at nothing to execute his target.
1 Random Coven May be any Coven besides Coven LeaderMedusa, or Potion Master
Medusa Coven Evil A snake haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.
Plaguebearer Neutral Chaos You are an acolyte of Pestilence who spreads disease among the Town.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
1 Random Town May be any Town role, as long as Unique roles do not occur more than once.

Coven Ranked

Role Name Role Alignment/Category Role Description
Jailor Town Killing A prison guard who secretly detains suspects.
2 Town Investigative May be Investigator, Psychic, Sheriff, Spy, Lookout, or Tracker,
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter
1 Town Protective May be Bodyguard, Crusader, Doctor or Trapper
1 Town Killing May be Veteran or Vigilante
3 Random Town May be any Town role as long as unique role doesn't occur more than once
Coven Leader Coven Evil A voodoo master who can control the actions of others
Medusa Coven Evil A snake haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
2 Random Coven May be any Coven role except for having an additional Coven role
1 Neutral Killing May be Arsonist, Serial Killer, Werewolf or Juggernaut
1 Neutral Evil May be Executioner or Jester

Mafia Returns

Mafia Returns is a Coven exclusive game mode that has a classic Town vs Mafia vs Neutral setup, except with the new expansion exclusive roles.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Lookout Town Investigative An eagle-eyed observer, stealthily camping outside houses to gain information.
Psychic Town Investigative A powerful seer with a gift for finding one's secrets.
Jailor Town Killing A prison guard who secretly detains suspects.
1 Town Protective Can be Doctor, Bodyguard, Crusader or Trapper.
Godfather Mafia Killing Kill someone each night.
Ambusher Mafia Killing A stealthy killer who lies in wait for the perfect moment to strike.
1 Random Mafia May be any Mafia except Godfather, Mafioso or Ambusher.
Hypnotist Mafia Deception Choose a target to give false information for that night.
Executioner Neutral Evil An obsessed lyncher who will stop at nothing to execute his target.
Plaguebearer Neutral Chaos You are an acolyte of Pestilence who spreads disease among the Town.
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
3 Random Town May be any Town role, as long as Unique roles do not occur more than once.

Coven VIP

Coven VIP is a game mode exclusive to the Town of Salem: The Coven expansion, and one of the two that rotate weekly. It will have a lot of Town and Coven Roles, and a few Neutrals. One random Townie will be selected as the VIP and all Town will know who the VIP is. If the VIP dies, Town loses and Coven wins, even if all members of the Coven are dead as well, so the point of the game is to make sure that the VIP dies or stays alive, depending what faction you belong to. You cannot whisper in Coven VIP.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Crusader Town Protective A divine protector skilled in the art of combat.
Psychic Town Investigative A powerful seer with a gift for finding one's secrets.
Vigilante Town Killing A corrupt cop who takes the law into his own hands.
Trapper Town Protective You are an intelligent woodsman with a knack for traps.
Coven Leader Coven Evil A voodoo master who can control the actions of others.
Potion Master Coven Evil You are an experienced alchemist with potent recipes for potions.
Guardian Angel Neutral Benign An angel whose only goal is the protection of their charge.
1 Random Coven May be any Coven besides Coven Leader, Potion Master or Medusa.
Medusa Coven Evil A snake haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
Tracker Town Investigative A skilled Tracker who follows their prey to any destination.
1 Town Protective May be Doctor, Bodyguard, Crusader or Trapper.
1 Town Support May be Escort, Mayor, Medium, Retributionist or Transporter.
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
1 Town Protective May be Doctor, Bodyguard, Crusader or Trapper.

Strategy

  • The VIP themself has to factor in the pros and cons of how they use their role:
    • Psychic, Medium, and Retributionist are simple -- they can't go out, and thus they are the hardest for Coven to deduce.
    • Mayor is also difficult to deduce, but due to Doctor being unable to visit them after reveal, needs to be careful about revealing.
    • Transporter is an interesting case -- they can keep the Crusader safe, and the Crusader can protect them from anything. If the Crusader is pirated or afk, however, the Transporter could end up killed by another Crusader, or a Medusa.
    • Escort's greatest threat is the Coven Leader, who can send their Crusader anywhere. Once the Coven Leader is dead, it is generally safe for the VIP Escort to target risky individuals.
    • Sheriff and Tracker have the greatest catch 22 -- produce no results, and it's obvious you're the VIP. Go out, and you may walk into a witched Crusader or Medusa. If you must go out with the Coven Leader still alive, try to visit suspicious people who aren't attracting much attention.
    • A Doctor VIP will either heal a Crusader N1 or walk into a Medusa. Claiming D1 is probably not a good idea, as Coven may use the "peel the layers" strategy and kill you N2.
    • A Crusader VIP is the most likely to fail, as the odds of another Crusader claim being Medusa is high, their status as such is obvious if no one claims, and yet claiming at all may result from a quick kill by the Potion Master. To further exacerbate this, traps tend to often fail on a Crusader -- particularly against the Coven Leader.
    • If you're in a good position, consider voting innocent on a known Coven member. This could bait the Coven to accuse you, and subsequently out themselves. The downside is this can also bait a Pirate who claims to be working for Town.
  • Town Strategies revolve around keeping the VIP alive, but also finding the right balance between openness and subtlety:
    • The VIP is always a Town user, and cannot be a Vigilante or Bodyguard.
    • Do not name the VIP in your will, ever. Replace their name with 'VIP' or a similar contraction.
    • If both Potion Master and Poisoner are dead, and a user is on trial and they claim a Town role, ask them who the VIP is. If they answer incorrectly or don't answer at all, they are probably evil. Do not do this otherwise, as a clever Coven could get a quick kill on the VIP, as described below.
    • Psychic, Trapper, and Sheriff are all crucial roles. Psychic is a top priority for the Coven as they somewhat reliably find evil, while overall just getting the Town to talk and figure out who their allies are.
    • If the Potion Master kills on the first night, it may be wise for a Trapper to not lay their trap until the third night. This will ensure that your trap isn't wasted on a night the Coven Leader can't be killed by it, as well as give you more time to find at-risk targets, or to protect an exposed VIP.
    • Beware of making common mistakes that help pinpoint the VIP. Explained in the Coven section.
    • If at least 3 players claim Town Protective on the first day, one is liable to be a Medusa.
    • Overclaiming Town Protective on the first day can also give Coven a blueprint for wiping out the VIP's protection in 1-2 nights. If someone has claimed Crusader before you, it may be wise to refrain from immediately claiming yourself.
    • Not claiming Crusader can make it difficult for the Coven Leader to mess with you, but if two Crusaders are silent on the first day, they will kill each other, dealing a huge blow to Town.
    • Exposing the Vigilante can deal a devastating blow to Town, as a controlled Vigilante can easily result in the net loss of two Town members. You can mitigate this risk somewhat by favoring the Tracker or Sheriff's results to the Psychic's.
      • If a Vigilante is exposed on the second day, and you're a second Crusader, consider protecting the Vigilante that night. They can be forced to shoot, but you are likely to kill the Coven Leader, which is more than a fair trade.
  • Coven Strategies are far more complex -- to have any chance at winning, Coven needs to know what they're doing, while also on the lookout for means to find and kill the VIP:
    • A key strategy to remember, if the VIP is discovered early on, the Coven can safely attempt a quick kill by witching the Crusader onto the Coven Leader, and having a Potion Master or Poisoner attack the VIP. The Coven Leader will be protected from any second Crusader or Bodyguard by the bewitched Crusader, and the controlled Crusader can also kill investigatives visiting the Coven Leader.
    • The Coven Leader can send random undeclared Town members to an alert Medusa to open up claim space, but there is a chance they may target a Pirate, non-visiting role, or the VIP. The Potion Master can heal them to help manage risk.
    • Coven's VIP is the Coven Leader. Their arsenal of tricks is so vast that to lose the Coven Leader early is to all but forfeit the match:
    • The Medusa is also a key player, as it can wipe out a number of players early on, sometimes score N1 kills, and overall is best as a suicide lead:
      • Claiming to be a Crusader on the VIP, as Medusa, can leave the VIP exposed and get actual protectives killed. You'll likely be found out within a couple nights, but you can do a lot of damage. Since Medusa isn't part of the quick kill strategy, it's often worth the risk.
      • Alternatively, claiming to be "on the Crusader", and having the Coven Leader send the Crusader to you, is a decent way to lure other protectives and possibly the Tracker and/or Sheriff to you. You'll score a lot of kills, but you'll likely be lynched the next day.
      • Given that the Medusa can only make risky contact kills with the Necronomicon, it is the second-weakest end-game role to Poisoner. It is best used early and then expended to protect the other Coven members from lynch.
    • The Potion Master is critical to quick kill strategies, but also has a few other tricks:
      • Keeping the Coven Leader alive is your top priority. If they're doing something risky, like messing with Town Protectives on the first night, consider healing them. If the Coven Leader sends a protective to themself, though, do not heal them -- you may be killed by a Crusader.
      • Consider holding your attack for a night or two, and try figuring out who the VIP is. This may also cast suspicion on those who are role blocked.
      • On the second day, consider using your investigation potion on a high-priority target, regardless of whether or not you know their role. This will dismantle any trap that has been put up.
    • The general playstyle varies based on which Random Coven role you end up with:
      • The Hex Master prioritizes wiping out Doctors and Crusaders ASAP. Even if you lose your Coven Leader, the Hex Master can essentially make risk-free guesses as to who the VIP is if only Bodyguards and Trappers remain. Without the Necronomicon, your job is to dismantle traps. Don't plan on being able to use your finishing spell -- given the lack of claimspace in and the goal of Coven VIP, this is extremely rare.
      • The Necromancer's two most useful ghouls are the Vigilante and Crusader. Unfortunately, the Necromancer has poor synergy with the Medusa, and requires strategies that involve straight up killing as many protective roles as possible. With the Necronomicon, you have a safe attack, but you still get walled by traps and Bodyguards.
      • The Poisoner strategies revolve around having the Coven Leader harass the lead Crusader, safest move is to send said Crusader to the Coven Leader, while the Potion Master and Poisoner liberally seek out target VIP. The Poisoner is the worst late-game role, so they are most useful in attempting a quick kill and are expendable if it means protecting the Coven Leader from lynch.
    • Finally, be on the lookout for tells that help narrow down who is and isn't the VIP:
      • Pay attention to any Pirate or Guardian Angel claims, putting them on your "not VIP" list.
      • If a Psychic excludes the VIP from results, keep a list of everyone who IS named. Include fellow living Coven if it's in your will, so as to misdirect the Town.
      • Also pay attention for anyone explicitly not grilled when named by the Psychic -- they may be the VIP, but they may also be someone who claimed before.
      • If a Sheriff or Tracker has no results for days, or a Town Protective claim is oddly absent or accomplishing nothing, they may be the VIP, staying home.
      • Similarly, you may wish to add active Sheriffs and Trackers to your "not VIP" list, as their VIP counterparts often stay home.
  • Neutrals are wildcards, but they have their own considerations:
    • Guardian Angel may wish to refrain from declaring or voting until they know what side they're on. Declaring D1 will prevent you from being able to lie to save your target, and may make you the target of Pirates who don't wish to antagonize Town.
    • A Guardian Angel may wish to write up a couple fake wills for their target, but keep it in a separate text file so as not to reveal them upon death. If the Psychic, Tracker, or Sheriff implicates them, try to defend your target with a false Tracker or Sheriff will that makes them look innocent. In the event of a Sheriff, you may need to simply counterclaim Sheriff. You merely need to keep them from being lynched that day.
    • Pirates can be cowed to help the Town, but it is overall risky to keep them around. If Coven is near voting majority, it's generally best to let them live.

Coven Lovers

Coven Lovers is another game mode that is also exclusive to the Town of Salem: The Coven expansion, and one of the two that rotate weekly. It has a normal role list, but 8/15 players are tied to another as lovers (This means the 7 other players are left single). There are a number of special rules governing lovers:

  • If one member of a pair of lovers dies, the other is dealt the equivalent of an Unstoppable Attack. Pestilence's absolute immunity to being killed at night will protect him from this.
  • Lovers are able to secretly whisper to each other.
  • Lovers can win with each other's factions. For example, if the Plaguebearer has a living Town lover, then they will be able to win with the Town, and will not block a Town victory.
  • If all players who do not have lovers die, all lovers still alive will win even if they are in opposition (for example, if the only living players are a pair of Town lovers and a pair consisting of Serial Killer and Werewolf, all four will win).
  • Bodyguards cannot be (or have) lovers under any circumstances.
  • Aside from that, any pair of roles can be lovers.

Role Name

Role Alignment/Category

Role Description

Sheriff Town Investigative Check one person each night for suspicious activity.
Doctor Town Protective A surgeon skilled in trauma care who secretly heals people.
Psychic Town Investigative A powerful seer with a gift for finding one's secrets.
Tracker Town Investigative You are a skilled Tracker who will follow their prey to any destination.
2 Town Protectives May be Doctor, Bodyguard, Crusader or Trapper.
2 Town Supports May be Escort, Mayor, Medium, Retributionist or Transporter
Pirate Neutral Chaos You are a swashbuckler with an obsession of gold.
Arsonist Neutral Killing A pyromaniac that wants to burn everyone.
Werewolf Neutral Killing A beast that hides under the skin of a man.
Serial Killer Neutral Killing A psychotic criminal who wants everyone to die.
Godfather Mafia Killing The leader of organized crime.
Medusa Coven Evil A snake haired monster gifted with a gaze that turns people to stone leaving no trace of who they were.
Plaguebearer Neutral Chaos You are an acolyte of Pestilence who spreads disease among the Town.

Strategy

  • It's important to understand victory conditions.
    • The town is split into the following "teams". And, same as with swinging roles in other modes, just because you can win with someone, you should not automatically consider them your allies.
      • Single Town - Their only victory chance is with Town victory. Their primary lynching targets are duos of killers. This is also a "fallback" side for all the Town players. Once you've found yourself in the graveyard you are essentially a single town. Taking steps to ensure their victory is generally a good call for all town players.
      • Town-only pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers.
      • Town/Killer pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers, however they can turn on Town singles (and either lynch them or kill them at night) at any moment if they consider lovers victory to be closer than Town victory.
      • Killer-only pairs - Will win with lovers. Their primary targets are single players. Single Town poses a threat as a voting force, single killers pose a threat as killers (so long as they can get through your defense).
      • Single killers - Only win alone. Their primary targets should be pairs with Town in them. Then pairs of killers. Then single Town and other single killers. Their main concern seems to be how to throw the game in style though because most players put in this situation will blatantly refuse to play their part and will just ask to be lynched.
    • Beyond the basics there's one easy to miss fact - your goal is to WIN, not to survive. Keeping your lover alive is mostly just self-preservation. And generally is only as valid a move as that. Also you don't care in the slightest if they win you only care if YOU win.
      • Town can win from the graveyard as long as it's town victory not lovers victory.
      • Pirate can win as long as he gets his plunders.
      • Pestilence can outlive their partner and win solo.
      • That said, your lover is still an asset that allows you to win with lovers victory. Even if you can count on a Retributionist to bring you back, losing one means losing an asset.
    • Your lover is an asset for more than just victory condition requirement.
    • Lover is also a vulnerability of cause.
      • In general keep in mind that when ONE of you has revealed you can keep the other under the radar and ask for Town Protective on yourself. But when BOTH of you are known one Town Protective is no longer enough to keep both of you from death. Killers generally have some defense of their own, but generally they are NOT invulnerable at night.
      • Discuss in your hidden whispers which one of you will reveal and which will try to stay hidden.
        • Few outcomes are worse than both of you outing on the same day.
        • Don't fall for "who is your lover?, lover vouch for him" trap.
          • All you (and they, if it's genuine Town-side question) need is a proof that your partner is town.
          • And them just saying that they are Town isn't going to cut it either, they will still be asked for the same info that you'd post in chat in their stead and either trusted or mistrusted BASED ON THE INFO, not on them claiming it themselves. So DON'T EVEN CONSIDER outing for the sake of just backing up your partners words with the same exact words they could have said (unless of cause Town is being extra dumb and stubborn and got them all the way to the lynch stand).
          • YOUR claim and will posted on their behalf is just as viable and just as easy to CC as their own. (someone just has to say "I'm Retributionist and I'm not with him" for example, or "I'm Trapper and that will has fake visits")
          • Tracker is probably going to be pissed about it, but it's not his place to decide when you should reveal your partner.
          • However that same Tracker is your last resort if Town is being extra dumb and stubborn. Reveal, and ask to be tracked. Keep in mind that not every role is provable like this. For example Tracker can't really say on his own whether you are a Sheriff or an Arsonist. And almost anyone can fake being Medium in Trackers eye by not going anywhere next night. And even Town Protective roles are fake-able to some extent by Arsonist and Plaguebearer.
        • Revealed Town NEEDS protection in order to stay alive. While revealed killer can somewhat cope.
        • In reverse revealed Town is known as a target likely to be protected, and unrevealed killer has a better chance of surviving being randomly targeted at night. (Depends on who is killing though)
    • Keep in mind all your winning and losing options.
      • Lovers with a Townie can win with Town OR lovers. Lovers with no town can only win with lovers. Sometimes it's easier for Town/evil pair to kill singles and "join" evil pairs than to keep pushing for Town win. Keep that in mind as any single/paired player.
      • Pair with a Town Protective in it can win with Town. Keeping important Town members alive can greatly accelerate that process. Caring only for your lover however still puts both of you at risk (unless both are Town Protective) giving active evil more time to kill you. And if game ends with lovers victory neither of you will win.
  • Even within a pair "discord" is possible. Pirate doesn't care if both of you live once he has won. And Pestilence doesn't need you alive in the end. That said both of those cases WANT you alive as winning a lover victory is always an easier option. But perhaps the most treacherous would be the Town itself. Throwing the safety of themselves and their partner under the bus in order to ensure town victory is a viable move on their part.

References

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