Confirmation Chain
Notes
While the Spy is alive, the Choirboy cannot be killed by the Demon. V1.8: Small adjustment swapping out undertaker for cannibal. This has better synergy with the evils on script. V1.7: Rebalanced script to remove Fang Gu with Politician and to give more of a confirming chain vibe. The townsfolk are now more varied and most of them have some form of chaining of information they can play with to help solve where the gaps are at. There's also a special bootlegger for the Choirboy Spy interaction on script. Script is created around the good team creating confirmations chaining and the evil team sowing just enough misinfo to force good to consider that their information is invalid. The good team has multiple roles that can "confirm" either themselves or other townsfolk roles, if things go unmessed with by evil. Roles like the Nightwatchman or Slayer might mechanically confirm themselves while other roles might be able to prove themselves through information. The outsiders on script all create issues. The Saint is a win condition that town likely has to solve socially. The recluse creates a very strong bluff for evil to hide inside. The Sweetheart wants to live for a while, as their damage goes down over time. Finally the Politician can just force fake confirmations via lying while being seen as good. Evil is equipped with minions and demons to fight these chains of confirmation. The Xaan provides droison and can remove powerful townsfolk before the game starts. The Spy has a wonderful place here helping create doubt in the good team on any information gained. The spy can also help evil get an early sweetheart kill off. If the spy dies early, the Undertaker can receive bad information on them, and if they survive late game, they might be able to misregister to the King as the Demon's bluff! The Marionette allows evil to bring along a socially trusted individual and the Scarlet Woman let's evil try riskier plays, or get the demon out of a particularly bad spot. Meanwhile each of the demons brings some form of trickery to help fight the good team. The No Dashii can hide among empaths or confuse powerful roles. The Imp can get out of a sticky situation or pass to a marionette or Spy who the good team already Trust. The Lord of Typhon adds a lot to both teams for world building with additional evils. And finally Legion creates a level of paranoia in the good team that can bring down all of those pesky confirmation chains.