Epicmafia Role Guide28

As I barely play EpicMafia nowadays, I think I can reveal my secrets of how I play with certain roles which I assume as the most optimal play. I will share overall mechanic I know about those roles as well as strategies about how to play with and against them.

I will publish posts with strategy of each role that I practiced in ranked and competitive games. OP space is not enough to fit them all.

I'll skip 3 roles whose playing is so obvious that most users know how to play them better than me: villager (blue), mafia (nilla) and cop.

Sorry for content being so long that I split subjects into parts, but appreciate that I put my whole heart into those.

A few tips you might not have known, which is included here:

  • Doctor after save should soft on the most towntelling person, but don't soft the real save without hardclaiming.
  • Hooker is the best to cc vigilante.
  • Tracker can track for visits other than the kill that might be valid information.
  • Janitor is best played with unusual strategies.
Janitor (part VII)

Jan awareness: If death message is replaced with missing information, janitor has just used the ability. Knowing when janitor jan'd might be essential for town in some setups so it's worth to pay attention when you see this specific system message especially in non-reveal setups or when someone naked dies, as it's the only factor that makes you aware of janning. There are some pr that can be aware whether the targeted person is janitor or not. In most setups there's 1 janitor and upon janning, the janitor has to visit the kill, so roles that prove their targets as non-visiting (such as tracker, caroler or comedian) may clear them of being a potential janitor. Tracker seeing visits on alive can also exclude the janitor unless the visit is guised. Journalist can confirm whether the checked person is janitor or not when janning occuries. Pr capable of roleblocking (such as drunk, nurse or jailer) might be aware that their target is not the janitor who jan'd the kill and when there's no janning, the target is most likely the janitor, but be aware - the janitor may choose not to jan the target so roleblocking can only confirm when jan occuries. All this information is most useful when the remaining mafia is janitor. Watcher on jan'd person will always have the janitor included in the report unless disguiser was watched.
Janitor (part VIII)

No-janning occuriences: In janitor setups, you may happen to witness someone dying when janitor didn't clean when was supposed to. It could be caused by roleblocking or bodyguard dying when trying to save target that was about to be jan'd. It could also happen when the janitor didn't use the clear opportunity to jan the kill. The reason could be either that the janitor doesn't know that the kill should be followed by janning or thinks that non-janning would work better against town. In the latter case, town usually gets fooled and wastes the opportunity to turn the situation for their advantage, scumhunting in their old way, the way mafia expects them to do. The most optimal play would be not to hardclaim and just claim pr if the pr doesn't get any useful info by hardclaiming. For example, deputy usually hardclaiming to confirm gun in janitor setups, may decide to hide among pr's to protect more powerful roles while making an anonymous shot outside pr claims. Although janitor is able to jan tonight, clearing a pr doesn't hide a role that town can determine by getting the remaining claims. Even if pr is cc'd, you may decide not to hardclaim either, lynch outside and let janitor use the ability as you'll be aware if pr is jan'd or not. Even if town might not know what the exact pr role got jan'd, it's better for mafia to unintentionally clean less useful pr role, ending up cc'ing pr regardless of what was jan'd, than claiming who is what guaranteeing maf to get the most optimal kill.
Torreador1mon 21d!
I have a few things to say about the janitor as well :

When a janitor is in play, there is often a decision to make for town when janitor dies : Does his death clear the other pr claims, or not?

The logic is the following :
1) The usual/optimal strategy is for janitor to claim, therefore town expects pr claims to be either pr or janitor. Once janitor dies, pr claims are more likely to be legit.

2) Having clears is a bad situation for mafia, therefore the usual counterplay is to have sometimes the mafia partners claim pr in janitor's place. Janitor would then signal the partners the jan result, and the partner would claim.

3) This is the n°1 mafia counterplay, therefore it's also expected from town. Town is therefore actively looking for "jan codes" in the beginning of the game, to intercept the mafia. And once someone dies as janitor, most players would look back at his early game to determine if his messages indicate a code, and if the pr reports are actually helping town or if they can help mafia have a cover story for a d2 or d3 win.

A way for mafia to defeat that is to go one step beyond and to make sure their other mafia claim in a way they can't be associated with janitor, in hope of being tr'd once janitor dies.

For example, planning n1 that the partner (usually nilla for expendablity reasons) claims PR serves two purposes : If a blue is janned, then the nilla is ccing a real pr who's still alive. Nilla dying would throw doubt on the town pr, because why would nilla cc? And if a pr is janned, then the nilla is unccd. The nilla's job would then be to get his janitor killed as soon as possible in order to "clear" himself, and carry his way to an easy win.
Torreador1mon 21d!
Another way is to have the janitor code with a silence, which is until now more an illusionist strategy than a janitor strategy. If the janitor's silence isn't suspicious (Janitor is expected to be present early d1) then a partner can claim PR can use the cover of "claiming before janitor spoke" to seem more real.

This strategies indicated here seem powerful at first, but they carry high risk : If you cannot throw doubt on the PR claims for some reason (such as a journalist and cop confirming each other) then town is usually able to unravel the unconventional strategy mafia played, and once they do the scumreading becomes much easier. And if you have a partner blind cc a random PR, they don't have the information the janitor has and are more likely to be unlucky, for example ccing the wrong pr or claiming in a situation where staying quiet would have been better.

Janitor has a mechanical constraint : everyone knows he was visiting the night someone was cleaned. This can help town get more information in setups where visiting is important, such as the presence of a tracker, caroler, loudmouth for example. The janitor claiming an impossible situation (claiming to be caroled by a partner, for example) can lead to a double lynch if town notices the contradiction. Mafia should consider whether their strategy can be contradicted by basic game mechanics before doing it.

As a whole I think the janitor is one of the most powerful scum-sided roles, because they have not only an optimal way to play which is decent as a stand-alone, but they also have varying degrees of unconventional plays, with associated risks. A good player should evaluate the table he plays at and to use different strategies to not be predictable, and janitor is one of the best roles to do that.

Overall mechanic: Bomb upon death explodes by killing all attackers (i.e. killer and nilla). In case of maf meeting, only the leading maf is exposed to kill. Bomb can survive by being saved or vested, still killing attackers when attacked. The attackers can also be saved or vested, surviving bomb explosion. Ninja and gramps can't die by explosion.

Parity of players: When bomb is attacked, usually there are 2 people dead: bomb and attacker. Which means that after lynch on lylo when bomb is killed, it's mylo. After lynch on mylo, bomb kill means mislynch. Other pr roles might make some exceptions.

Playing with bomb: The gameplay differs depending if there's one bomb or more bombs.

One bomb: Unless there are other dangerous for maf pr, don't out as bomb if mafia can sacrifice without giving a mislynch (when there's even number of living players), obvious scum for clear bomb is a bad trade. Always lynch, otherwise you might lose a potential mislynch. Safe bomb lead and optimal NL'ing only with 1 maf left when you find it as a good play. If bomb happens to claim and there's bomb cc, lynch in bombs.

More bombs: To lynch or not to lynch, vulnerable pr outing or not - work it out yourself. It's usually good to lynch, taking priority on those scum who can kill bombs without dying. As gunsmith with only bombs it's always good to gun, especially gunning the last mafia with only bombs remaining when the bombs know who you're gunning.

Protecting someone: If bomb is clear, save the bomb unless bomb dying with scum gives a mislynch then save outside. If scum dies, you most likely saved bomb. If bomb dies, you most likely saved scum.
Bomb (part II)

Gunned town: With bomb cc, shoot outside unless it's your cc. With mylo where you lose with shooting bomb, you may consider not shooting and lynching instead of NL'ing for more info. If all mafs claim bomb and there's more than one scum, shoot in bombs, you risk losing if you shoot wrong but you gain mislynch if you shoot right, sometimes leading to town autowin.

Playing against bomb: Always have ninja or gramps lead the kill to avoid death by explosion. If don't have any, decide which mafia is the least valuable to lead the kill.

Sacrificing: Die with bomb if there are no other important pr to kill and killing the bomb doesn't give a mislynch. You can choose the leading maf to die with bomb, so pick in the following order: the confirmed, the least valuable, the scummiest.

Counterclaiming: Don't cc bomb unless you feel confident enough to win the cc. Instead, cc another pr once you know bomb and after winning the cc, kill the bomb.
i didn't read a goddamn thing
JM12323d 1h!
"11- Everytime dzanek makes a romantic post about role mechanics, everyone takes a shot" -epicmafia drinking game

man this is a lot of booze