Mudkip
Orginal is here .
The Mudkip game mode, adding a new role for each player count, offers wolves numerous opportunities to confuse and mislead the otherwise powerful village long enough to achieve victory. This mode offers some changes from the standard mode and other modes. The most notable is a change in how hang works. You usually need a majority to successfully hang someone. If a time-out occurs with a tie, no one is voted.
In Mudkip, the day ends immediately once everyone has voted (regardless of whether there is a tie or not).
The person the multiple votes will hang, and should there be a tie, all tied players will be hanged at the same time (with the small exception that you can't make a suicide pact and hang all players - this will result in the day ending without a vote). The mode has a weight of 1, which means it rarely appears in the standard rotation and plays between 5 and 15 players.
Roles
number of players | Role |
5 | Investigator, Insomniac, Wolf, Cult Leader |
6 | Guardian Angel |
7 | Jester |
8 | Shaman (50% Pest-Totem, 50% DeathTotem; will always receive Death Totem on the first night) |
9 | Doomsayer |
10 | Vengeful Ghost |
11 | Wolf (2) |
12 | Priest |
13 | Wolf Shaman (50% Protecttotem, 50% misdirection totem) |
14 | Amnesiac |
15 | Succubus |
16 | Assasin |
17 | Dullahan |
Strategy
At low player counts (before the Apocalyptic gets to 9 players), the wolf team needs to take an active role to have a chance of winning. Pretending to be the inspector to create confusion can be a powerful strategy, and a shrewd cult leader can use hanging to force a bond between himself and a village member, bringing the wolf much closer to victory. The village team must search for clues to determine who is legitimate and try to figure out who the wolf is. Most likely, this will kill every night (so the Guardian Angel must protect them successfully).
Once the apocalyptic is online, the village must be on the lookout for who could turn the apocalyptic into a wolf. For example, if totems suddenly stopped appearing, the shaman was changed. Getting the apocalyptic dead as quickly as possible should be the village's priority, which can be difficult if the court jester is trying to get hanged instead. Once the priest is online with 12 players, the blessing of the inp sector is usually the right one step, but the blessing is not infallible as long as the apocalyptic lives or when a vengeful spirit takes revenge on the village. If the apocalyptist suspects someone is being guarded or blessed they should first see the target to determine their fate and should they die due to the vision the apocalyptist and wolf can attack them with their regular kill to ensure , dying despite blessings or being guarded by the guardian angel. Both teams should be careful who has received totems. As the shaman only has plague or death if the wolves see someone receiving a totem and did not die that night, it is said that the shaman likely trusts the recipient and believes they are worthy of protection. While killing that person the next night would be a bad idea in most cases (since it would prevent killing the night after), it sends a signal to the wolves to look out for that person and potentially get them at the earliest opportunity to kill. Pestilence does not affect deaths caused by the visions of the apocalyptic. On the other hand, the wolf shaman wants to give totems to the wolf team half the time and keep special villagers half the time. By carefully reading the statements made during the day, it may be possible to determine whether the wolf shaman's death recipient is more of a wolf team or a wolf suspected of being a special villager.