The Fosbury Flop
Notes
If the most recently killed executee is the drunk Village Idiot, the Cannibal's Village Idiot ability is drunk. A Philosopher who chooses the Village Idiot ability may become the Drunk Village Idiot. V1.5: Added Bootlegger rulings that we use for VI. V1.4: Rebalanced starting information and removed some of the bloat. Hatter gone for Mutant which synergizes with the other change where the Harpy was removed. Flowergirl and Savant were a bit too strong with other ongoing info, so they were removed in favor of Knight and Steward, both good cannibal food and work well with the script balance. V1.3: Reevaluated the misinformation synergy and wound up modifying several things. I didn't like where I was at with drunk/sweetheart and ended up determining that Puzzlemaster would work better with Balloonist as well. It also means all townsfolk know they are TF so they can be forward with info. Due to removing the drunk, undertaker and Librarian become less interesting for me. Undertaker becomes really strong, specific info. Cannibal plays interestingly with Faux Paw and everything else on script so I replaced UT. Dreamer plays better than librarian with all of the outsiders lying due to Fang Gu. It also helps solve evil worlds. Misinfo is more interestingly balanced: * Philosopher * Puzzlemaster * +1 outsider every game no matter what * Most outsiders lying * VI drunk * Recluse Pings from good roles * Lycan Faux Paw * Lying Snake :snake: * Minion Madness * (Boffin interactions for the above) V1.2: Readded Hatter so boffin outsider viable when all outsiders mod in play. Swapped out Fortune Teller for Flowergirl which allows evil to work around this information better. Swapped Gambler for Philosopher so extra deaths are from madness abilities or Lycan self pick. Philo also gives the script the additional misinfo I was trying to balance into it. Play Notes: Philo VI can become the drunk VI. Solo Fang Gu Script where outsiders can still die at night without becoming the Demon! Highlighted here is a smorgasbord of minions combined with Plague Doctor shenanigans to keep minion worlds wide open. The evil teams only form of droison would come in the form of a Boffin Ability, as they must rely on town to be hesitant in sharing their roles and information due to the Fang Gu. Town information was balanced around being very strong but with built in confusion. Red Herring, Faux Paw, Drunk VI, Recluse Pings, Snake Charmer hiding are among some town pitfalls. Town does get a massive jumpstart as only one player can be the drunk, the rest of the team is getting sober information. The Investigator and Librarian lead town down paths for eliminating evils early. Other roles collect information for the end game solve. Village Idiot can be quite strong here, but the Faux Paw and likelihood that Outsiders are claiming it will lead players to distrust them. Lycanthrope is heavily featured here, controlling the tempo of Night Deaths. It's possible the Lycanthrope removes all of the outsiders in play (and it's possible the Boffin Lycan does the same...). The outsider suite was built around mistrust at a penalty. The Sweetheart and Plague Dr provide a boon to evil while the recluse will never be confirmed. Basically as town gets closer to the truth, the game arcs up in difficulty. Socially trusting outsiders is a valid strategy with high risk. Speaking of minions, 2 madness roles (and the wraith optional rule) will have town scratching there heads. The Wraith and Harpy can provide additional night deaths while the Boomdandy waits for the right bait to get town to bite. The Boffin allows evils to blend in with roles like the Undertaker, Virgin and Librarian! With all of the strengths of town combined with lying outsiders, will the Fang Gu find the right time to Jump? Or will evil be destined to miss the bar completely? Updated version of Don't Kink Shame