General rules
-This should be all the roles in the correct priority, best someone else also review it.
1. PRIORITY - "ROLE BLOCKING"
Prostitute, Bar Keeper, Mafia Escort(when blocking).
2. PRIORITY - "SAVING & INVESTIGATING" (& more)
Detective(all sanities), Investigator, Spy(and paranoid), Mortician, Doctor(all sanities, Insane Doc only when protecting), Bodyguard, Hider, Sickly Townie, Bomb Diffusing Townie, Apprentice(both sanities), Mafia Detective(when investigating), Santa Claus.
3. PRIORITY - "KILLING & RECRUITING"
Insane Doctor(when killing), Pirate, Time Bomb, Kamikaze Bomb, Recruiting Mason, Mafia Boss, Mafia Detective(when killing), Mafia Janitor, Mafia Poisoner(both killing and poisoning), Mafia Assassin, Mafia Mason, Strongman, Burden, Bomb Diffuser, Mafia Escort(when killing), Unskilled Mafia, Mafia Pirate(both killing and stealing), Mafia Bomb, Mafia Gambler(when killing), Serial Killer, Mentor(both killing and recruiting), Mentee.
Others are either Day Active(priorities with them depend on who sends in their PM or makes their action post first) or are passive and can't do anything.
*Note about Insane Doctor: I usually take it that he protects in priority 2 and kills in priority 3, so first you’d need the cointoss to decide which action it does and then depending on that he has different priorities. I could be wrong though but made most sense to me that way and I do his priority that way.
*Not included Hypnotist because it was taken out, not sure why it’s still in the role list, I don’t see it getting re-included.
*Unrelated to the priorities and rather small, but Recruiting Mason should be renamed to Mason Recruiter and iirc people wanted Apprentice renamed to Stalker.
In your example, a cointoss is needed to see who blocks first. If Prostitute wins it, Escort is blocked before being able to block his target so his target doesn't get blocked. If Escort wins his target is blocked.
The rest I will just number instead of quoting.
1. Spy only gets back a result if the target did something(1 targeted 2), else he gets back nothing. That nothing either means the Spy was blocked, his target was blocked, his target did nothing that night or his target couldn't even do anything since he's passive.
The bolded/underlined part needs to be discussed though.
2. No. Imagine the Paranoid Spy to be the same as the normal Spy, except that when he'd usually get back his result the target of his target gets randomized to any player in the game.
3. & 4. Yes and yes. Here's an example:
It's night 4, and the mortician investigates a guy who died at night 3. The mortician finds out all actions which were used on the dead guy, but doesn't find out who did these actions.
So for example a detective targeted the dead guy in night 1, a doctor targeted him in night 2, and a mafia killed him in night 3.
So the Mortician gets the following PM:
Night 1 he was investigated, Night 2 he was protected, Night 3 he was killed.
If a politician made him change his vote at some day the mortician would find that out too. He doesn't know what roles did it like in your example, so he's not finding out whether he was blocked by Prostitute or a Mafia Escort. Would be kinda broken.
5. Yes, the target is safe from anything that would kill him that night(Strongman overrides it). I think the exceptions are lovers suicide and time/kamikaze bomb suicide. But I could be wrong about the exceptions.
6. Imagine him like a regular doctor, except that his action doesn't keep anyone safe. So he does make a night action, they would die to PGO and Spy would detect it, Mortician would detect it too.
7. Strongman would kill the bodyguard instead of the target. Bodyguard redirects the kill onto himself.
This is also an interesting Spy interaction. What does Spy find out when targeting the killer whose kill was redirected onto the Bodyguard? Imo that one needs a cointoss, if Spy wins he sees the original target, if Bodyguard wins he sees the target to be the Bodyguard.
8. As the role is right now, Martyr can only mark 1 player at a time. He can send as many PMs as he wants during the day to change it.
I think Martyr should also protect the marked player from all other daytime deaths, such as Prosecutor, Vigilante, Assassin etc. So that one should be added to the role description. Whether he needs the buff to mark more than 1 player at once could be discussed.
9. As it stands right now, yes Hider dies whenever the one he hides behind dies, regardless what caused the death. That should perhaps be changed to the same conditions as the Bodyguard(when the target is being kill-targeted the same night).
10. Of course, provided PGO hasn't killed a player before Hider hides behind him.
11. Depends, the Bulletproof description could be interpreted both ways. Imo Bulletproof should be immune to any and all possible deaths at night, except the Strongman.
12. Yes, Bulletproof is only immune at night.
13. It's decided by the host. IIRC 3 people were always used whenever a host used it(at least me and Evil always did so), so perhaps the 3-5 should just be changed to a normal 3. It's best for the role, regardless of the playersize perhaps, but that one can be discussed.
14. Yes. The redirect works like the paranoid spy, the target is completely randomed from the list and could hit any player. That includes the Bar Keeper himself or even his target. But whether a killer killing himself, doc protecting himself, det investigating himself etc. should work this way is questionable. Self-targeting isn't allowed generally, but when redirected? Should work imo.
15. I'd say those interactions with freeman/burden should be moved one day/night later. Else it'd be a bit complicated with certain interactions, or would need a written resolution for each individual one.
16. As you noticed, hosts make a spoiler tag with direct quotes of the players making their vote/lock/switch in their vote count posts. Those are in chronological order too. So yes, the person who locked in your example is the "last chronological voter" on that player and dies to the bomb.
17. Hm perhaps it's best to answer this by explaining the detective sanities:
Sane: Gets innocent for townies, guilty for non-townies. Is affected by everything that changes an investigation, like mafia boss, millers etc.
Insane: Always the complete opposite of what a sane detective would get on that player. Regardless of their actions and roles, a sane and insane detective cannot have the same result on the same player.
Naive: Only gets innocent on everyone, including boss, millers etc. Pretty useless troll role.
Paranoid: Only gets guilty on everyone, including boss, millers etc. Pretty useless troll role.
18. Investigator only works on players who die as "???" due to Janitor kills. If killed by Janitor, he would find out the "Mafia Member" role for both millers, same as when Janitor is killed and all his victim's roles are revealed.
19. I really don't know This one needs input from Evil or someone who dealt with this, or we have to look at older games where Witch was used and was lynched.
But if I had to make my own interpretation from the role description... The curse is done as PM to the host when dead. In the 2nd night after the Witch is lynched, the player dies. Witch already cursed him prior, so the curse should be instant and kill the player before he can do anything that night. Also disregards any night protections, bodyguards etc. A powerful kill-curse.
If that's not the way this works, then it's likely with it being priority 3 and the rest being as usual.
20. As Apprentice works right now, he doesn't get updated on his progression. He is only given a host PM once his role is changed and notified what the role was. Previous progressions aren't overwritten, but he starts from scratch with his new teacher. He can return to his old teacher and continue where he left off there. And yes, if the teacher is blocked even if having a passive role, he learns nothing that night.
Whether this role needs changes due to being weak or not could be discussed, iirc James had some thoughts on it at the end of the JoJo game but nothing was ever changed in regards to that.
21. As the role is currently written, both sane and insane would copy the 3rd party roles. Unsure whether that needs to be changed. Would be quite a funny situation for the apprentice to explain to the town what role he found with his target, with them changing their win-conditions and all.
22. He would learn those roles and get the same description what the target got at the start of the game. So he wouldn't get "Sleeper" but "Regular Townie" for example, as Traitor he'd get to know all mafias(he can't win with town anymore as the role dictates).
As for Mason and Mason Recruiter, I'm unsure. I would recommend to make it that in both cases he joins the mason group of his teacher.
23. He gets the role and can use it, so a "new" vigilante/PGO with his own bullet and new working Bomb.
24. His role becomes Unskilled Mafia Member, with the 50% kill shot.
25. This one was never discussed, and I'm not sure which option is the best. He either has to lock right away, having him vote without locking but not allowing switching or having him vote but he can still switch and do whatever.
I'm for using the 2nd one, with him not having to lock but having to keep his vote on that player, but perhaps another one is better and less complicated.
26. No, locked vote is locked. Also if he locked before the host saw the PM, he can pick someone else for his action.
27. See 25. If going with the 1st or 3rd option, then he can still vote whatever. If going with 2nd option, he still can't switch off.
28. I'd have to go digging the older threads again for proof, but I once looked it up when I was unsure and found out that yes, PGO kills whoever targets him, regardless of what the targeting is. Even a role blocker like Prostitute/Escort. I don't remember how it's with a kill-action, it was either a cointoss who shoots first or PGO always killing his attacker first. Probably the latter. Should ask Evil for more clarification.
29. Was confused by the role description at one point and talked with Evil about it before. And no, mafia doesn't know there's a traitor in the game.
30. That was also part of my Traitor-talk with Evil. In your example, the mafia does not win. For the mafia, they are 3 and town are 4. Game continues, traitor has to get a mafia lynched that day in your scenario or he loses the game.
31. Sleeper gets recruited by the first mafia(who won the coin toss vs the second mafia) and the second mafia then kill him, showing him as a Mafia Member of the first mafia's color.
32. See 17.
33. No, as with Janitor, Mason Recruiter and all roles that get a result from the host while they also belong to a group, only the person with that role gets the result and has to share it with others later.
34. See 11, with how I'd say he should work, the player would survive.
35. Of course. We even had gnut kill his mafia teammate with his assassin power once. Best and strongest role in the game.
36. No. When assassin kills at day, the next night his team can't do a kill.
37. I don't think that has ever happened, depends on the host. As long as it's nothing extremely convoluted and just an "I'm going to sleep, if I'm getting lynched or someone from my mafia kill X player" I would accept it. He would still have to specify the player name and not just say "kill one of the ones that voted on me" for example.
38. Both days. Assassin still the best role in the game.
38 part 2(you wrote 38 twice). See 15.
39. lol, as it's written, mafia diffuser can't diffuse kamikaze bomb and mafia bombs. Not sure if that's intended or there simply didn't exist a kamikaze bomb at the time it was written. I'd say both townie and mafia bomb should be able to diffuse all bombs. It's a night action and he can't kill the same night.
40. Yes he dies.
41. Mafia Pirate can kill instead of stealing, but once he steals a role he isn't a mafia pirate anymore, so he can only do what his new role allows him to.
42. I said it before, it makes the most sense to give both mafia the same usual win condition, and I also understand the role description that way. Once mafia has the same number of members as the other players, they win.
43. From you saying "even", this seems to be a much bigger problem than I thought. Hardy and Farf made that mistake once before where the description confused them, this definitely needs to be slightly reworded. Look at the Mentor role again, it says "the member dies", meaning the mafia member.
When Mentor targets a mafia/non-townie he kills that person, he never dies from using his ability like a mason recruiter. So he either recruits a townie or kills a non-townie.
44. No, all they have is a pad at night. Just like the lovers, masons, mafias. They all can't talk at day but can at night in their own pad.
45. Immediately, he's shown in the death post along with his mentor.
46. I understood it as him not knowing what his presents are nor being able to pick which one is sent out. I could be wrong, but it makes the most sense this way, since the hosts determine the present order at the start and Santa would then have to be given a randomized roles. And him knowing what his presents are is completely pointless since he doesn't know which ones he already gave away and what he has left. No strategical value for Santa to know his presents unless I'm overlooking something. Maybe another one to ask Evil about. Or James, he probably made this one too.
47. There's no strict regulation what the presents can be, so it's up to the host to make something meaningful and interesting/complementing the game in some way, not just useless and pointless things.
48. He's kinda deadlocked and screwed in that case. Hence why Santa is usually used in bigger games, it should be statistically impossible for him to run out of people to give presents to, unless he keeps getting blocked or forgets to send a PM, so yeah he's finished.
49. Saving Christmas I think he needs to not die that night. But I could be wrong, and both options sound okay in theory.
50. No, a townie lover is a townie, he'd be innocent for a sane detective.
51. Those investigative roles can't find out secondary abilities, just the primary role. Same with pirate stealing from a townie lover, he can't steal the Lover status, just the role itself. Feelings are immaterial.
52. Prosecutor only kills non-townies. A townie lover is still considered a townie.
53. I had that in one of my games, and I made it that evealing to a Bar Keeper while drunk also has you say you're a Lover. He'd reveal both his roles. Could be discussed, but imo makes the most sense that way.
54. Townie lover is still considered to be a townie. Becoming a Mason is like a Pirate stealing his role, Lover loses his primary role but stays a Lover. Feelings are still immaterial.
55. Had that one too in one of my games. I allowed the lover to make a final action. I'd say that's better than outright killing him. He gets to help his team one last time.
56. Can only be prevented by the threesome candidate, nothing else saves him that night.
57. Sure.
58. This one's a bit complicated, but his other lover should "know" that his lover is Jesus and wouldn't kill himself, knowing his love is returning. Feelings transcend the afterlife too. His death as Jesus shows as a simple regular townie without the lover part(probably) so that would be an interesting lover matchup. Still, lovers have different problems than just assigning them roles... One lover betraying the other(especially the mafia one) and taking advantage of the other guy is pretty much always going to happen, so that would need some checks and changes...
59. Yes, same reasons as said above, with only the primary role changing.
60. As the role description says, one has to be mafia and the other has to be town. But we had hosts like Ustegius and Panda ignore that and go with dual town/dual mafia lovers before, so we could change the role description to reflect on that possibility for more interesting ways to use lovers to balance a certain weird game. In theory there could even be more pairs of lovers than just one...
-This should be all the roles in the correct priority, best someone else also review it.
1. PRIORITY - "ROLE BLOCKING"
Prostitute, Bar Keeper, Mafia Escort(when blocking).
2. PRIORITY - "SAVING & INVESTIGATING" (& more)
Detective(all sanities), Investigator, Spy(and paranoid), Mortician, Doctor(all sanities, Insane Doc only when protecting), Bodyguard, Hider, Sickly Townie, Bomb Diffusing Townie, Apprentice(both sanities), Mafia Detective(when investigating), Santa Claus.
3. PRIORITY - "KILLING & RECRUITING"
Insane Doctor(when killing), Pirate, Time Bomb, Kamikaze Bomb, Recruiting Mason, Mafia Boss, Mafia Detective(when killing), Mafia Janitor, Mafia Poisoner(both killing and poisoning), Mafia Assassin, Mafia Mason, Strongman, Burden, Bomb Diffuser, Mafia Escort(when killing), Unskilled Mafia, Mafia Pirate(both killing and stealing), Mafia Bomb, Mafia Gambler(when killing), Serial Killer, Mentor(both killing and recruiting), Mentee.
Others are either Day Active(priorities with them depend on who sends in their PM or makes their action post first) or are passive and can't do anything.
*Note about Insane Doctor: I usually take it that he protects in priority 2 and kills in priority 3, so first you’d need the cointoss to decide which action it does and then depending on that he has different priorities. I could be wrong though but made most sense to me that way and I do his priority that way.
*Not included Hypnotist because it was taken out, not sure why it’s still in the role list, I don’t see it getting re-included.
*Unrelated to the priorities and rather small, but Recruiting Mason should be renamed to Mason Recruiter and iirc people wanted Apprentice renamed to Stalker.
Yes. Higher priorities come first, and priority conflicts in the same priority group are always resolved with a coinflip. Many times in-group priorities can be very significant so don't do it only for killings and blocking.- Is the priority of all night actions that would interact decided by a coin flip? For example, if a Mafia Escort decides to block a player and a Prostitute blocks the Escort, does the Escort's target get blocked?
In your example, a cointoss is needed to see who blocks first. If Prostitute wins it, Escort is blocked before being able to block his target so his target doesn't get blocked. If Escort wins his target is blocked.
No I would not allow those, since it goes against the whole purpose of having a pad and discussing things. A traitor within the group has to convince others with words on what to do instead of making a sneaky PM.- Can a mafia member other than the Boss send the host a PM with a different target or perpetrator than what was "democratically" decided during the night phase, or is it an infraction punishable by the host? If it's not an infraction, what happens if two mafia members other than the Boss both send the host a PM with the mafia's night actions, but indicating conflicting targets or perpetrators?
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The rest I will just number instead of quoting.
1. Spy only gets back a result if the target did something(1 targeted 2), else he gets back nothing. That nothing either means the Spy was blocked, his target was blocked, his target did nothing that night or his target couldn't even do anything since he's passive.
The bolded/underlined part needs to be discussed though.
2. No. Imagine the Paranoid Spy to be the same as the normal Spy, except that when he'd usually get back his result the target of his target gets randomized to any player in the game.
3. & 4. Yes and yes. Here's an example:
It's night 4, and the mortician investigates a guy who died at night 3. The mortician finds out all actions which were used on the dead guy, but doesn't find out who did these actions.
So for example a detective targeted the dead guy in night 1, a doctor targeted him in night 2, and a mafia killed him in night 3.
So the Mortician gets the following PM:
Night 1 he was investigated, Night 2 he was protected, Night 3 he was killed.
If a politician made him change his vote at some day the mortician would find that out too. He doesn't know what roles did it like in your example, so he's not finding out whether he was blocked by Prostitute or a Mafia Escort. Would be kinda broken.
5. Yes, the target is safe from anything that would kill him that night(Strongman overrides it). I think the exceptions are lovers suicide and time/kamikaze bomb suicide. But I could be wrong about the exceptions.
6. Imagine him like a regular doctor, except that his action doesn't keep anyone safe. So he does make a night action, they would die to PGO and Spy would detect it, Mortician would detect it too.
7. Strongman would kill the bodyguard instead of the target. Bodyguard redirects the kill onto himself.
This is also an interesting Spy interaction. What does Spy find out when targeting the killer whose kill was redirected onto the Bodyguard? Imo that one needs a cointoss, if Spy wins he sees the original target, if Bodyguard wins he sees the target to be the Bodyguard.
8. As the role is right now, Martyr can only mark 1 player at a time. He can send as many PMs as he wants during the day to change it.
I think Martyr should also protect the marked player from all other daytime deaths, such as Prosecutor, Vigilante, Assassin etc. So that one should be added to the role description. Whether he needs the buff to mark more than 1 player at once could be discussed.
9. As it stands right now, yes Hider dies whenever the one he hides behind dies, regardless what caused the death. That should perhaps be changed to the same conditions as the Bodyguard(when the target is being kill-targeted the same night).
10. Of course, provided PGO hasn't killed a player before Hider hides behind him.
11. Depends, the Bulletproof description could be interpreted both ways. Imo Bulletproof should be immune to any and all possible deaths at night, except the Strongman.
12. Yes, Bulletproof is only immune at night.
13. It's decided by the host. IIRC 3 people were always used whenever a host used it(at least me and Evil always did so), so perhaps the 3-5 should just be changed to a normal 3. It's best for the role, regardless of the playersize perhaps, but that one can be discussed.
14. Yes. The redirect works like the paranoid spy, the target is completely randomed from the list and could hit any player. That includes the Bar Keeper himself or even his target. But whether a killer killing himself, doc protecting himself, det investigating himself etc. should work this way is questionable. Self-targeting isn't allowed generally, but when redirected? Should work imo.
15. I'd say those interactions with freeman/burden should be moved one day/night later. Else it'd be a bit complicated with certain interactions, or would need a written resolution for each individual one.
16. As you noticed, hosts make a spoiler tag with direct quotes of the players making their vote/lock/switch in their vote count posts. Those are in chronological order too. So yes, the person who locked in your example is the "last chronological voter" on that player and dies to the bomb.
17. Hm perhaps it's best to answer this by explaining the detective sanities:
Sane: Gets innocent for townies, guilty for non-townies. Is affected by everything that changes an investigation, like mafia boss, millers etc.
Insane: Always the complete opposite of what a sane detective would get on that player. Regardless of their actions and roles, a sane and insane detective cannot have the same result on the same player.
Naive: Only gets innocent on everyone, including boss, millers etc. Pretty useless troll role.
Paranoid: Only gets guilty on everyone, including boss, millers etc. Pretty useless troll role.
18. Investigator only works on players who die as "???" due to Janitor kills. If killed by Janitor, he would find out the "Mafia Member" role for both millers, same as when Janitor is killed and all his victim's roles are revealed.
19. I really don't know This one needs input from Evil or someone who dealt with this, or we have to look at older games where Witch was used and was lynched.
But if I had to make my own interpretation from the role description... The curse is done as PM to the host when dead. In the 2nd night after the Witch is lynched, the player dies. Witch already cursed him prior, so the curse should be instant and kill the player before he can do anything that night. Also disregards any night protections, bodyguards etc. A powerful kill-curse.
If that's not the way this works, then it's likely with it being priority 3 and the rest being as usual.
20. As Apprentice works right now, he doesn't get updated on his progression. He is only given a host PM once his role is changed and notified what the role was. Previous progressions aren't overwritten, but he starts from scratch with his new teacher. He can return to his old teacher and continue where he left off there. And yes, if the teacher is blocked even if having a passive role, he learns nothing that night.
Whether this role needs changes due to being weak or not could be discussed, iirc James had some thoughts on it at the end of the JoJo game but nothing was ever changed in regards to that.
21. As the role is currently written, both sane and insane would copy the 3rd party roles. Unsure whether that needs to be changed. Would be quite a funny situation for the apprentice to explain to the town what role he found with his target, with them changing their win-conditions and all.
22. He would learn those roles and get the same description what the target got at the start of the game. So he wouldn't get "Sleeper" but "Regular Townie" for example, as Traitor he'd get to know all mafias(he can't win with town anymore as the role dictates).
As for Mason and Mason Recruiter, I'm unsure. I would recommend to make it that in both cases he joins the mason group of his teacher.
23. He gets the role and can use it, so a "new" vigilante/PGO with his own bullet and new working Bomb.
24. His role becomes Unskilled Mafia Member, with the 50% kill shot.
25. This one was never discussed, and I'm not sure which option is the best. He either has to lock right away, having him vote without locking but not allowing switching or having him vote but he can still switch and do whatever.
I'm for using the 2nd one, with him not having to lock but having to keep his vote on that player, but perhaps another one is better and less complicated.
26. No, locked vote is locked. Also if he locked before the host saw the PM, he can pick someone else for his action.
27. See 25. If going with the 1st or 3rd option, then he can still vote whatever. If going with 2nd option, he still can't switch off.
28. I'd have to go digging the older threads again for proof, but I once looked it up when I was unsure and found out that yes, PGO kills whoever targets him, regardless of what the targeting is. Even a role blocker like Prostitute/Escort. I don't remember how it's with a kill-action, it was either a cointoss who shoots first or PGO always killing his attacker first. Probably the latter. Should ask Evil for more clarification.
29. Was confused by the role description at one point and talked with Evil about it before. And no, mafia doesn't know there's a traitor in the game.
30. That was also part of my Traitor-talk with Evil. In your example, the mafia does not win. For the mafia, they are 3 and town are 4. Game continues, traitor has to get a mafia lynched that day in your scenario or he loses the game.
31. Sleeper gets recruited by the first mafia(who won the coin toss vs the second mafia) and the second mafia then kill him, showing him as a Mafia Member of the first mafia's color.
32. See 17.
33. No, as with Janitor, Mason Recruiter and all roles that get a result from the host while they also belong to a group, only the person with that role gets the result and has to share it with others later.
34. See 11, with how I'd say he should work, the player would survive.
35. Of course. We even had gnut kill his mafia teammate with his assassin power once. Best and strongest role in the game.
36. No. When assassin kills at day, the next night his team can't do a kill.
37. I don't think that has ever happened, depends on the host. As long as it's nothing extremely convoluted and just an "I'm going to sleep, if I'm getting lynched or someone from my mafia kill X player" I would accept it. He would still have to specify the player name and not just say "kill one of the ones that voted on me" for example.
38. Both days. Assassin still the best role in the game.
38 part 2(you wrote 38 twice). See 15.
39. lol, as it's written, mafia diffuser can't diffuse kamikaze bomb and mafia bombs. Not sure if that's intended or there simply didn't exist a kamikaze bomb at the time it was written. I'd say both townie and mafia bomb should be able to diffuse all bombs. It's a night action and he can't kill the same night.
40. Yes he dies.
41. Mafia Pirate can kill instead of stealing, but once he steals a role he isn't a mafia pirate anymore, so he can only do what his new role allows him to.
42. I said it before, it makes the most sense to give both mafia the same usual win condition, and I also understand the role description that way. Once mafia has the same number of members as the other players, they win.
43. From you saying "even", this seems to be a much bigger problem than I thought. Hardy and Farf made that mistake once before where the description confused them, this definitely needs to be slightly reworded. Look at the Mentor role again, it says "the member dies", meaning the mafia member.
When Mentor targets a mafia/non-townie he kills that person, he never dies from using his ability like a mason recruiter. So he either recruits a townie or kills a non-townie.
44. No, all they have is a pad at night. Just like the lovers, masons, mafias. They all can't talk at day but can at night in their own pad.
45. Immediately, he's shown in the death post along with his mentor.
46. I understood it as him not knowing what his presents are nor being able to pick which one is sent out. I could be wrong, but it makes the most sense this way, since the hosts determine the present order at the start and Santa would then have to be given a randomized roles. And him knowing what his presents are is completely pointless since he doesn't know which ones he already gave away and what he has left. No strategical value for Santa to know his presents unless I'm overlooking something. Maybe another one to ask Evil about. Or James, he probably made this one too.
47. There's no strict regulation what the presents can be, so it's up to the host to make something meaningful and interesting/complementing the game in some way, not just useless and pointless things.
48. He's kinda deadlocked and screwed in that case. Hence why Santa is usually used in bigger games, it should be statistically impossible for him to run out of people to give presents to, unless he keeps getting blocked or forgets to send a PM, so yeah he's finished.
49. Saving Christmas I think he needs to not die that night. But I could be wrong, and both options sound okay in theory.
50. No, a townie lover is a townie, he'd be innocent for a sane detective.
51. Those investigative roles can't find out secondary abilities, just the primary role. Same with pirate stealing from a townie lover, he can't steal the Lover status, just the role itself. Feelings are immaterial.
52. Prosecutor only kills non-townies. A townie lover is still considered a townie.
53. I had that in one of my games, and I made it that evealing to a Bar Keeper while drunk also has you say you're a Lover. He'd reveal both his roles. Could be discussed, but imo makes the most sense that way.
54. Townie lover is still considered to be a townie. Becoming a Mason is like a Pirate stealing his role, Lover loses his primary role but stays a Lover. Feelings are still immaterial.
55. Had that one too in one of my games. I allowed the lover to make a final action. I'd say that's better than outright killing him. He gets to help his team one last time.
56. Can only be prevented by the threesome candidate, nothing else saves him that night.
57. Sure.
58. This one's a bit complicated, but his other lover should "know" that his lover is Jesus and wouldn't kill himself, knowing his love is returning. Feelings transcend the afterlife too. His death as Jesus shows as a simple regular townie without the lover part(probably) so that would be an interesting lover matchup. Still, lovers have different problems than just assigning them roles... One lover betraying the other(especially the mafia one) and taking advantage of the other guy is pretty much always going to happen, so that would need some checks and changes...
59. Yes, same reasons as said above, with only the primary role changing.
60. As the role description says, one has to be mafia and the other has to be town. But we had hosts like Ustegius and Panda ignore that and go with dual town/dual mafia lovers before, so we could change the role description to reflect on that possibility for more interesting ways to use lovers to balance a certain weird game. In theory there could even be more pairs of lovers than just one...
Also, Hardy and me talked about the Spy targeting a blocked person situation. For this we need to decide what blocking someone even means. There's 2 options:
-It means blocking the target role's effect. This way the target could still target others but nothing would happen, so Spy would still know who a blocked person targeted.
-It means blocking the target from acting. This way the target never even targeted someone else, so Spy would get back no results.
IMO the 2nd one is a lot more sensible. The first one would mean a blocker could block the passive effects of a bomb/bulletproof which isn't true.
If there's further questions about some of those or I made mistakes/overlooked something you can ask. Otherwise we'd need other people confirming or denying my points(or writing their own) and sorting out the things that aren't clear, would probably need Evil allowing us to change several things in the rules thread.