Jailor

Mechanics

 * The is a Unique Role. There can never be more than one  in a match.
 * Neither you nor the can be an 's target.

Jailing a target
Jail a target for the upcoming night by clicking on the Sun button (day ability) during the day phase.
 * Your jailed target is role blocked. This overrides Role block Immunity.
 * You will visit your prisoner at the beginning of the night, but you won't die to or  if your target is attacked by them. You also won't die to a  trap.
 * As of Version 2.0.0.6501, all visits against a jailed target will fail, including that of, , , etc.
 * All casual visitors will be notified that their visit failed.
 * Your target will be notified of any of these visits, except for a failed transport and 's control. (In the Town of Salem: The Coven expansion, you will know if a with the Necronomicon controls you.)
 * You will not receive any messages of any of these visits.
 * A visiting your target will not retaliate if the target is attacked. (by you or anyone)
 * Any roles that visit your jailed target will receive a message saying, "Your ability failed because your target was in jail!"


 * If you jail a or a  (during a Full Moon night) and don't execute them, they will attack you and any other role blockers visiting them. This will occur even if they leave the game.
 * If a jailed attacks you, you will receive a different message, "You were killed by the  you jailed!"
 * If you jail a and they attack you, you will not recieve a special message. You will only recieve "You were mauled by a !
 * You can be protected by a or a  from this attack.
 * You will not be told that you jailed the if you are healed by a  the same night you had jailed the . In addition, the  will not get a notification notifying them that their target was attacked in this scenario.
 * If a dead seances you or your prisoner, that player will listen and talk to both the  and the other player at the same time. However, the other player cannot hear the.
 * Whoever you have jailed will still be able to hear anyone they can usually hear at night; and members of the  will hear their respective evil channels, a  will still hear the  they listen in to, and a  will still be able to hear the dead.

Executing a target
Execute your prisoner by using the night ability button. You have three executions.
 * You cannot execute on the first night, even if you are controlled by a . You will still receive the notification that you did not perform your night ability even if you get controlled.
 * You can be role blocked from executing.
 * If you execute a, a message ("You have slain a Town member so you cannot attack again") will be shown to you every time you jail a person. You will lose your remaining executions as well.
 * If a controls you into targeting your prisoner, you will be forced to execute them (unless it is the first night).
 * If a controls you into targeting someone other than your prisoner, you will be unable to execute your prisoner.
 * If you jail a, any or  that tries to roleblock them will be saved from the counterattack since the visit fails. This will happen even if you don't execute the.
 * The has now been given back a deathnote, except the deathnote now has preset reasons for an execution, instead of the player writing down the reason manually.
 * The preset reasons are below.
 * No reason specified. Screen Shot 2017-09-07 at 9.40.03 AM.png
 * They are known to be an evildoer.
 * Their confession was contradictory.
 * They are possessed and talking nonsense.
 * They are too quiet or won't respond to questioning.
 * They are an outsider that might turn against us.
 * I'm using my own discretion.
 * (The below notes may have been patched, and need confirmation)
 * If your prisoner is killed by other means other than your execution, it will show up the next day. 
 * Even methods of death that would usually have been prevented by the Powerful Defense you grant them will be shown; for instance, if a attacks the person you executed, they'll be shown to have died to both your execution and the . This may be a bug.

Strategy

 * Keep track of your jailed targets in your Last Will and write their names in your Last Will before the night begins. If you jail the and die, the  will be able to know the 's possible identity. This also applies to  during Full Moon nights.
 * Write down any claimed roles in your Last Will immediately before the night ends, just in case you die that night.
 * If you reveal yourself, make sure that any roles that can protect you are doing so, since you are the highest priority target for the, , the  and . This includes  and  protecting you, as well as indirect methods such as a  moving you (which makes you difficult to hit) and a  watching you to find who visits you. If anyone else claims to be the  , they are lying since your role is unique, so jail and execute them.
 * Take a stance on your prisoner, do not be too trusting, but do not be too eager to execute. Stay level-headed, and don't make rash decisions. Try to be polite -- an unhappy prisoner may be overly defensive and angry. If you don't execute an evil role, not only do they live for a night, but now the  may believe they have some credibility because the  believed them. Even worse, you may die from a  or a . However, killing a  will result in the loss of all your remaining executions and your effectiveness as . Keep yourself composed, and make rational decisions based on fact. Failing that, go with what your gut tells you, not what your inmate says or what other people say.
 * Collect information from everyone, as this can help find true info for and sort out people who are evil, this allowing you to execute them. Try jailing whisperers, talkative people, or anyone looking suspicious.
 * When you jail someone, make sure to ask their role. If the jailed target claims a role, ask for their Last Will unless it's only Night 1. You will get information from an, or  and can immediately find bad , , or  claims if they claim they moved or role blocked you or one of your jailed targets that was not visited. Get all the information you can no matter what role they claim. Your target will be notified when you decide to execute them. Executing first can make many evil roles panic. However, this is not always true.
 * Consider using a code word. If you tell your prisoners a code word and you are voted to the stand, you can say this code word to win votes to save yourself and remain anonymous. If the trust the people who defend you, they will usually be more than willing to vote you innocent. Likewise, if you say your code word and you are not defended by the people whom you told your code word to, you can use that as suspicious evidence to tell to a, if there is one, in the event that you are lynched. A well-hidden code word in a sentence will enable you to tell your ex-prisoners that you are the  while keeping other people unknown to your role. You can use ex-prisoners and any other person's reactions to that code word and votes as a way to tell what side they are on. If you know an ex-prisoner to be an ally, bait yourself to be put up to the stand and gather some evidence! Keep in mind that evil roles you may have jailed can steal your code word, risking you revealing your role and becoming a target for killers or letting an evil role get away. Another way is to make a sentence, then give each person you jailed but not executed a word that's part of the sentence. You can use that when you're about to get lynched. Type out the sentence and those that are part of the sentence will be able to know you're the . That way, even if the evil roles get a word, they can't use it when they get lynched since they would have to type an exact sentence to be able to win innocent votes. Just make sure the sentence isn't that obvious or simple. Make it obscure enough so that people can't make up a sentence that might have enough words to save themselves. Another advantage to code words is that it can sometimes let you verify someone's claim of being a . If a  you previously gave your code to has died and someone you're jailing for the first time claims to be a , they should be able to get the code from the dead (provided they are still active).


 * An example of this is telling all your prisoners, "The code words are I like waffles." or something else random and unnecessary. Then, if you get accused or voted on the stand, say the code word again. Hopefully, the you jailed will remember that and vote innocent, which is a great way to get voted off the stand without claiming your role.
 * Keep track of . If no one is killed, there is a good chance your target is a kill-capable member of the . Beware that if the have both a  and a  alive, you will be unable to prevent them from killing by jailing either one of them. However, their Death Note will change from the 's to the 's (If you have jailed the ), which you can use as evidence to out members of the . Many times, the  will not kill in order to have the  believe that the last person they had jailed is a killing role so that the  would re-jail and execute or lynch that prisoner.


 * If you execute someone, be sure to state the reason or evidence for doing so in your Death Note or Last Will. However, the will no longer have Death Notes as of update version 2.0.2.666.
 * If the reveals themselves, you can jail them in case a,  or the  targets them, since a revealed  is a high priority to those roles due to the increased voting power. Note that if you both are revealed, a  could force you to execute the , or you might just be killed instead.
 * You are not Control Immune. Never state who you are if there is a / in game.
 * The can act as a protection role, as their prisoner is granted Powerful Defense. The  can use this to the 's advantage by jailing those who need to be protected, such as a revealed.
 * Executing someone if they have claimed a role that a previous target claimed is a good way to not only kill a, but also to lose your remaining executions which makes you not much of a threat to anyone you jail. Rather, have a confirmed role investigate both targets. Execute the one who has lied. Remember - it's okay to defer executions! Keep in mind that if you jail two people and they both claim the same role, the first person isn't always telling the truth!


 * There is no such thing as a confirmed or  (with the extremely rare exception of one who has been investigated by a confirmed, while , , , and/or  do not fit into the role list) You should strongly consider executing any  claims you see. The reason is that the  the  or any  role will often try to claim to be an  to explain their Basic Defense. Remember that these roles are ; they have goals that directly interfere with the 's.
 * If there is anyone claiming to be a successful and you are playing a mode with a few evil roles, the best example for this scenario being Ranked, execute them the next night. They may be an evil faking an  after randomly accusing and lynching someone and getting lucky seeing they are, or they could actually be a successful . Either way, you remove an evil role like a  or an , which has Basic Defense and can side with evils.
 * Be wary of people who claim roles, as these can be an evil role. However, keep in mind that they could be telling the truth.  sometimes betray the, so keep this in mind. However, if you execute a role like a , you may have wasted an execution that could have been used against a member of the.
 * Never say what your targets have claimed during because you will attract unwanted attention by the evil roles.
 * and evil roles tend to claim  roles such as  or . This goes for everyone you jail, but always ask what you have learned to make sure.
 * If you manage to jail a and there is no , you should keep them alive, continually jailing them, while the  safely finds the remaining members of the . Do not use this if there is a  role, since they can kill you at any time. Keep in mind that a  may have teamed up with the  and they might know who the  is. They could easily force you to execute the  before everyone finds the remaining members of the.
 * In addition to asking players their roles, you may ask them to produce some proof that they are genuine. For example, you may ask a player who claims a or  role to produce their Last Wills in jail. This allows you to not only consolidate all of the 's leads, but you can use proven ' Last Wills to find the fake Last Wills and narrow down your targets.
 * One tactic is to hit the execute button at the start of the interrogation to put more pressure on their targets, and then release the execute button if the target has satisfied your tests. You should not use this tactic if you have a low-end computer prone to freezing as you will not be able to take back your decision for the rest of the night, risking the loss of all your executions.
 * Sometimes, you might want to be cautious about what you write in your Last Will; reporting claims for important roles like and  could expose them to the . Generally, though, you should write as much as possible, since preserving information will help the  more than it helps the.
 * Some like to put in their Last Will the alignment their prisoners claimed instead of the role. This has no real advantages because if they actually are evil, they get more claimspace from you. However, the exception to this is . This helps prevent a  to control the  and shoot a  with no risk, because now they could visit a  and get killed. Since Town Killing roles occupy the same role slot and have the same investigative results, this doesn't change the information you give to the  too much.
 * If you jail someone who claims to be an, consider telling them who you've jailed (but not the roles they've claimed, unless you trust them completely), and of course, get the list of who they've role-blocked. Since you're both role-blockers, this lets you narrow down who to jail to prevent the from killing. If the  is actually an evil role, most likely a , the list of who you've jailed is generally not hugely useful to them.
 * A good way of finding out if someone is evil is telling them you are a random person's name. If they die by, they are most likely evil, especially if they claimed a role.
 * If your target claims to be a role, it's a good idea to tell them your name and order them to protect you every night, threatening to get them lynched via your Last Will if you die. The only way this can be exploited is if the  claim is a member of the  has a  or . They can kill you without revealing that you should have been protected.
 * There is no reason to keep any non- role claims alive except for . This includes claims. You would need an  to investigate them, or you could eliminate the non- roles and save the  a precious night. However, keep in mind most  claims are actual  trying to make sure they live, so you could be killing off a potential ally.
 * In Ranked or Ranked Practice, be wary of, or  claims if there is a  or a  on a Full Moon night. Often, these roles will claim to be  roles that you would be very hesitant to execute, allowing them to kill you that night instead. This especially applies later in the game, when a  should have revived someone and a  should have shared their information. It is still not generally worth executing them; if they actually are telling the truth, you lose an important  and your executions. Always keep your Last Will updated just in case.
 * If there is a confirmed or a  and it is an even numbered night, you will have to make a choice if you don't have any executions. If you jail them, you will die, but the rest of the players will not be attacked. If you don't jail them, they will kill somebody, and in the 's case, might kill multiple players. However, you will live if they don't attack you, and you can safely jail someone else that might be an, ,  or any other evil roles. If you have executions though, you can safely execute the  or  without worrying about the above.
 * Unlike most roles, you can freely focus on people who are talkative Night 1, since you won't die if they're a trying to bait people in; this can both protect talkative  who are targeted by the  and can let you press evil roles who are pretending to be a  to deflect attention.
 * If there is a revealed and you have revealed yourself as the, consider saying something along the lines of, "I'll jail the  tonight." but jail a different player. This could keep them safe while you interrogate other players.
 * However, if there are more than one member of the still alive, this could be dangerous (especially if both the  and  are still alive), as they will be notified that one of their members of the  were jailed instead of the  and may target them anyways.
 * If someone claims to be the, you might want to put them as in your Last Will with their permission. If you die and people see the  claim, many evil roles will attack them, so the  can kill them with their alert the next night. If you did this, the  should continue on with their claim of being a  to prevent suspicion, unless they have claimed to be the  before.


 * This can also work the other way around. If someone claims to be a, consider putting them as so evil roles don't visit them.

Suspicious Claims
You shouldn't kill all of these claims, but if someone claims one of these roles, keep an eye on them throughout the game.
 * is a common claim for s and Potion Masters due to it fitting in their investigative result.
 * is commonly claimed by the as well as the  because it fits into their investigative result, and also helps them explain their immunity with their one vest.
 * is a common claim from the because it fits into their investigative result, and is also sometimes used by  (or by anyone who claimed a valuable role) to explain their behavior.  Some evils may be more reluctant to claim Veteran due to its uniqueness, but you can't depend on this.
 * is a popular claim for evils. You should kill any claims you see.
 * ,, and are all important roles that are easy to fake, and very commonly claimed by evils.

Trivia

 * If you are killed by the on the first day, there is only a ~52% chance that you have jailed them. Of course, you will know whether you jailed them or not. However, if there is a  (alive or dead with a seance), you can tell the  if this occurred. You can also tell the  if you get resurrected by a  or tell a dead  before they get resurrected.
 * Prior to Version A.0.1.8, the was not a unique role.
 * Prior to Version 2.0, had Death Notes in the same form as any other killing role. This allowed them to be easily confirmed by revealing who they are in their Death Note.
 * Prior to Version 2.10, had no death note. They are now the only  killing role with a different Death Note.

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