3
Detective - to find out if one person is the illu, thief or fabricator

Sheriff - one of the 4 roles that puts a gun in play, and can stir up some of the arguments when the illu counter-claims.

3x Oracle - To make some of the guns useful, at least.

Gunsmith - Puts the 2nd gun in play.

Fool - Just to add a little more mystery into the setup, so if one person is acting really scummy, think twice about them possibly trying to get lynched as the fool...

Illusionist - The 3rd gunning role, and this one is interesting because you never know what kind of wacky trick the illusionist could play on you...

Fabricator - The 4th gunning role. Unless they give out another item, then it's useless.



Tips!

1. If you're the fool, don't act too scummy. People will know, trust me.

2. If you're the detective, NEVER OUT because the mafia always has a gun (the illusionist) UNLESS you have a mafia. If you get a clear, don't even whisper them unless you want to take the chance that it leaks.

3. If you're the oracle and you're on a dead person, NEVER OUT unless you absolutely have to. The mafia will shoot you dead and you'll have lost a town member and gotten no reveals.

4. There's no santa. This isn't Guns, Fakes, and Vests. If you receive a vest, a crystal or even a useless piece of bread, DO NOT TRUST IT. It is fake.

Strategies

No strategies written for this setup yet!
Comments
over 11 years
DELETED - made version with no "must act"