Game Modes

In the Town of Salem free DLC, there are eight different game modes to play in the game; Classic Mode, Ranked Practice, Ranked, Custom Mode, Rapid Mode, All Any, Rainbow Mode, and Vigilantics.

In every game mode except Custom Mode and Rapid Mode, the game will start automatically when the lobby reaches 15 players.

There are also equivalents to all modes, a new  VIP Mode and  Lovers Mode. These modes rotate every Tuesday, so you can only play one of these modes at any time.

Classic Mode
Classic Mode is the agreed to be the simplest game mode of the game; as the roles are predetermined. This mode is geared towards newer players so they can learn roles without them changing every other game. This game mode will be the very first game mode a player will ever play, however, this does mean that if experienced players do decide to play classic, there will be little claim space if they are an evil role, but they can trick the new players into thinking they're townies.

The amount of roles depends on the number of players. The corresponding number will be the first roles that are used. For example: if there are 10 players only the first 10 roles will be used. This means that if there are twelve or fewer players, there will be no uncertainty to what roles are in the game, as there will be no or.

The should press everyone for claims. If two people claim the same role, one is either the or an evil role. If 2 groups of two people claim the same role (for example, two people claim, and two other people claim ) one of them is definitely evil. The same goes if 3 people claim the same role, or if 2 people claim the same role when the slot is dead or taken. Once the is known, it is easy to narrow down who is evil by process of elimination. If you are evil, claim a role that fits in your investigation result that is hard to disprove and provide a will to back your claim up. If the dies and didn't put your investigation result in your will, you can claim any role. Be careful of counterclaims though, normally, the one with a better will is the one who stays alive. If you are a, you should try and claim what a confirmed claims. Most people will likely believe them over you. If you are an, claim or  and accuse your target late game.

Ranked Practice
This mode may be found under the 'Normal' tab and it features the same role list which Ranked Mode has.
 * 10 games of this mode are required to play Ranked.
 * Players may play this mode with friends in a party.
 * This mode is often played by players that need to warm up before a Ranked match.

Differences

 * Since you have a lot of placements, you must find all the  in order to discern whether or not a claim is truly fake or not. This often takes place during the late game.
 * Due to the fact that there are three placements, there is a reasonable chance to have more than one  in this game mode. This means you can ask for other possible  to reveal early in the game and team with them, ensuring a good combo.

Ranked
Competitive? Experienced? Ranked may be found under the 'Normal' tab.
 * This game mode may not be played within a party
 * You will not know any other person in the Queue's REAL username
 * Scrolls will not work

Differences
Since there is more claim-space in Ranked, it becomes easier for the evils to claim freely. If you are, it is usually best to have a confirmed that directs the  on what to do. They should ask for claims and narrow it down that way. However, this has a downside in which it forces and other important  roles to claim. If a is confirmed, make sure you have a, , , , or even a  on them. The should communicate with each other in the day time to gain information. If you are evil, try and lay low and attack semi-confirmed, or ones that might be important and have no protection.
 * In order to participate in Ranked matches, you must have played and have completed 50 games in other Game Modes. You must also have completed 10 Ranked Practice matches, which counts towards playing 50 games.
 * You will be competing to win and earn Elo.
 * Rather than being placed into a lobby, you are placed into a queue that redirects you to a ranked match with fourteen other people. You will see a timer instead of the 'Play' button on the top of the screen, with the words 'Ranked Queue'. When the timer runs to 0, you will be shown a small picture with 2 options: 'Accept' and 'Decline'. Choose 'Accept' to join the queue. If you join when the timer is near 0, you might get a message telling you that the queue is already full but you will be the first person in the next queue.
 * The roles are predetermined (see below for list of player roles).
 * Scrolls are not allowed in this game mode, because the developers wanted scrolls to have no effect on Ranked games and have a fair environment to play without them.
 * Parties are not allowed in this game mode, as you are sent right into the queue.

Custom Mode
Custom Mode gives the Host more freedom to choose what they want to put into their game. All players will earn the same number of Merit Points, which is dependent on the duration of the match.

The Host

 * The host is the first person who joins the lobby. If there are at least 7 players in the lobby, players are able to type /repick to pick a new host which will be one of the players in the lobby. You would also be needed to be in the lobby for at least 10 seconds before repicking the host.
 * The host can create the role list from 15 choices of any specific or random role. Random roles may be of a certain alignment (e.g. ), a certain team (e.g. ) or Any.
 * The host has a few restrictions while picking roles:
 * There cannot be more than one of a Unique role (Meaning you can't have 2 of the same Role).
 * There cannot be more than four members of the  or of the.
 * There cannot be more than four.
 * There cannot be more than six Any roles.
 * There cannot be more than six of a particular role or alignment.
 * If the host leaves, the person below them will become the host.

For common setups to host, view Custom Setups.

Rapid Mode
Rapid Mode is a Game Mode where everything is fast-paced. The timer for several aspects of the game is cut in half, leaving you with much less time. If you need a quick game or a fast-progressing game, then this is where you'll find it. All players will earn the same number of Merit Points, which is dependent on the duration of the match.

Differences

 * Time given to complete actions is cut in half.
 * Overall duration of the game is decreased.
 * Certain roles drop in usefulness (see Disadvantages)

Advantages

 * Great for people who want to play a game but don't have enough time.
 * Great for people who like fast progression.

Disadvantages

 * Night and Defense phases progress very fast.
 * Less amount of time to write your Last Will.
 * Difficult to find a match, as it is not as popular as other game modes.
 * Some role abilities are put at a disadvantage with the shortened time frame (i.e. 's seance, 's jailing, and 's writing a forged will).
 * Difficult to discuss with each other.
 * Shorter time to choose what you are going to do at night.

Strategy
Rapid Mode forces players to summarize their findings as fast and as succinct as possible. Interrogations are also forced to speed up. Players who are able to summarize accusations can effectively carry the game and steamroll over the rest of the. However, just like Custom, the strategy depends on the role list.

All Any
All Any mode is completely random and consists of 15 Any slots, which can be any of the 33 roles in the game (49 for ). As with other modes, there can only be one of each Unique Role if one is selected. Games can start with as many as 4 members of the and, although very rare, as few as 0 members of the. Games can also start with up to 4.

Normally, the has a big advantage over the rest of the factions. They are the usually only faction that knows their identities instantly, while the can take many days to figure out who is who. If you are accused of any role, call them an. If you are evil, you should refrain from claiming because that is a common claim for evils in this mode. The has to converse and figure out the role list very quickly before the evil roles kill them all off or the  convert them all.

Advantages

 * It is significantly easier for roles to win games, as chances are that there aren't as many  roles compared to other game modes.
 * Members of the may also find it easier to win as they instantly recognize their teammates.
 * Games generally take a short time to start as it is popular among Town of Salem players.

Strategy
All Any mode requires players to only rely on the findings of their own and other people. As such people who rely on the role list to make accusations may be at a disadvantage.

Rainbow Mode
Rainbow Mode is a chaotic game mode where the role list looks like a rainbow. ,, and the are night immune, as well as any potential  and  on alert.

Main Ally: -  can stop the evil  from killing your,  from killing you, and only have a 50% chance to affect you.

Night Kill Target: -  likely will join the  or. They can become you, but the odds are lower as has a better chance to get allies and kill you.

Lynch Target: - Sure, the  can kill your, but you can try to trick them later in the game. can kill both of you and are the ultimate threat to the game, able to kill everyone.

Main Ally: Other - The best team you have is your own. You can kill anyone, and as soon as someone is doused, you can ignite them later or even in the same night for quick deaths. can collaborate through Death Notes on when to ignite, who to douse, etc.

Night Kill Target: - They're your bane. If either of them still can use their ability in an endgame, they win. The can kill you early, and the  just wants to save themselves from attacks, not mass-kill.

Lynch Target: - If you're not killing members of the  at night, lynch one of them. An informed group can be very powerful towards the endgame, and if it's 2 versus 1 or 3 versus 2, you're doomed. Also, and  will likely side with them.

Get your name out there. The longer you wait, the less believable your claim is. Keep reminding people, and they won't want to hurt an ally.

Even if you claim, there still might be threats to your saftey, so keep a lookout for , , and , because all of them have the ability to break through your defenses.

Note: if you claim to be a on the first day, someone may try to kill you on the first night, but you can use a bulletproof vest to keep yourself safe.

Main Ally: -  will probably go to the side that wins the least in the endgame, so team up with them. The could work too, as you can easily win in a 1 versus 1, and an  if you aren't doused. Remember that because the doesn't have the majority, you will need any ally you can get to compensate for your lack of Night Immunity.

Night Kill Target: - They make the most nightly kills of any faction, and the longer they live, the more likely you are to die. Also, in jail will kill the  if said  doesn't execute them.

Lynch Target: - You need one lynched in order to win in the endgame with them, so think long-term.

For, it's best to start using alerts after Night 1, constantly or on most of the nights, since Rainbow Mode is full of evil roles. Once you're out of alerts, you can ask to jail you. Also, the if you are the, be wary of and  claims, as they can either actually be what they are claiming, or an evil role trying to weasel out of an execution.

You have 2 tactics:

Be peaceful - Remember that you were a or, claim you're that person, be helpful to everyone you can.

Steal the win - If an dies Night 2 or 3 with something from 10 or less people alive, become an. The other will likely do too, and you will have a power group. If they aren't dying, remember that you were a. You still have an effective faction that can take the majority and kill the and a.

Main Ally: - They have bulletproof vests, they won't be that afraid of you, especially if you vow you won't attack them. will likely mess up your killing flow to protect themselves, but they work when it comes to voting.

Night Kill Target: - You have a, trying to save himself from being shot, and can be in a 1 versus 1 with you in the endgame, which is a gamble. You also have a that can kill you literally or passively through Last Wills, and you will likely be lynched because only  and  win with you. Kill them off as fast as you can, but be cautious of alerts.

Lynch Target: - They're the only faction bigger than you. They can kill everyone, including you, they have the same numbers as you, are in your case in the endgame, are basically you but stronger in this setup. You can get an easy lynch out of them as they're prime targets to kill. It's a long-term plan that will help in the endgame.

Claim and confirm yourself as a, and pretend to do what do, remind people constantly. You can convince not to execute you because you aren't the primary kill. People can have good games because since the might already die, so you can tell them not to execute you as you are the least priority target. In order to win the game, its best if you tell the you're a  and team up with them before they kill you.

/
What people lynch on varies between games, so that can change. However, can claim on stand, and people will probably lynch the, or if you want to be subtle, just put one vote on someone. For, become an annoyance that people just dislike and want out of the game. Don't spam, as that's breaking the rules, but being annoying all varies on how you feel, (Ex. Name, Spoiling a Movie, Unpopular opinion on Politics/games/movies, etc).

Main Ally: - If you communicate, you won't be threats to each other, and to be safe they can control you every other night. will probably fear you because of your killing ability.

Night Kill Target: -  tend to attract attention, and if you attack them when they aren't alerting, you can get a bunch of kills in, but you have to read when they're alerting correctly. Also, them alerting in endgame is incredibly bad. can out you like, and they can kill you in endgame. Also, you probably want to avoid attention unless you want to stay home for some reason.

Lynch Target: - They can douse you, ending your Night Immunity and devastate your life if they ignite. In a 1 versus 1, a draw will come out as they will ignite you and you will maul them, creating a draw.

Try to bite the for less threats and  so you don't have a big role against you. You can even try to persuade the to get bitten if you want. and will probably side with you for this rare occurrence. Everyone who you can't bite though, except for, are lynch targets, as they're in a factions that can kill you.

Bite target: - If you ever see an  that is claiming, or in a even better case, a confirmed, bite them. The will usualy think their still just waiting to remember to win easier, and they will be one of the last targets to lynch or kill.

(From olly's forum page: http://www.blankmediagames.com/phpbb/viewtopic.php?f=3&t=37586&p=1168297&hilit=Rainbow+Mode+Strategy&sid=990356e5e8923c0305d87b8b71477a2b#p1168297)

Vigilantics
The goal of Vigilantics is for one team, either or, to kill the opposing team at night to win. want to force to kill other, and  try to shoot or lynch the. If a shoots another, both will die, as the original shooter will commit suicide after murdering a.

Differences

 * Up to 10 and 5  are picked, rather than a diverse set of characters.
 * The tendency for less players leads to faster games.

Advantages

 * Luck-based (advantage for some, not for others).
 * If you're a, you won't die from being controlled by another to target yourself.
 * If you're a, you will survive the first time you were shot by a

Disadvantages

 * The game is very much based on luck. If you shoot the wrong person, you're done for.
 * If you're a, you have a very high possibility of either dying by guilt or dying by another.
 * Players are scarce, so it will take quite a while to fill up the lobby.
 * If you're a, you can only defend yourself from being shot by a once meaning that if you were shot two times in one night you will die.

Strategy
It is a game of risk, chance, and luck. The most effective way to rid of is by lynching them and hoping you guess correctly. There is little strategy to this game Mode, other than pointing your barrel in the right direction.

However, as a, there is a certain strategy that you can take. Choosing a random person and sending them to another person can result in a killing one of your fellow. To avoid this from happening, you can have the person visit themselves. This can result in nothing happening, in which case you have found a and can team with them. If it's a, they kill themselves. The only downside to this is that you cannot achieve a double kill which comes from a  killing another, and then they die for killing a.

Coven Classic
Classic is a Game Mode exclusive to the Town of Salem: The expansion.

Mafia Returns
Returns is a exclusive game mode that has a classic  vs  vs  setup, except with the new expansion exclusive roles.

Coven VIP
Coven VIP is a game mode exclusive to the Town of Salem: The expansion, and one of the two that rotate weekly. It will have a lot of and  Roles, and a few. One random will be selected as the VIP and all Town will know who the VIP is. If the VIP dies, loses and  wins, even if all members of the  are dead as well, so the point of the game is to make sure that the VIP dies or stays alive, depending what faction you belong to. You cannot whisper in VIP.

Strategy

 * The VIP themself has to factor in the pros and cons of how they use their role:
 * ,, and are simple -- they can't go out, and thus they are the hardest for  to deduce.
 * is also difficult to deduce, but due to being unable to visit them after reveal, needs to be careful about revealing.
 * is an interesting case -- they can keep the safe, and the  can protect them from anything. If the  is pirated or afk, however, the  could end up killed by another, or a.
 * 's greatest threat is the, who can send their anywhere. Once the  is dead, it is generally safe for the VIP  to target risky individuals.
 * and have the greatest catch 22 -- produce no results, and it's obvious you're the VIP. Go out, and you may walk into a witched  or . If you must go out with the  still alive, try to visit suspicious people who aren't attracting much attention.
 * A VIP will either heal a  N1 or walk into a . Claiming D1 is probably not a good idea, as  may use the "peel the layers" strategy and kill you N2.
 * A VIP is the most likely to fail, as the odds of another  claim being  is high, their status as such is obvious if no one claims, and yet claiming at all may result from a quick kill by the . To further exacerbate this, traps tend to often fail on a  -- particularly against the.
 * If you're in a good position, consider voting innocent on a known member. This could bait the  to accuse you, and subsequently out themselves. The downside is this can also bait a  who claims to be working for.
 * Town Strategies revolve around keeping the VIP alive, but also finding the right balance between openness and subtlety:
 * The VIP is always a user, and cannot be a  or.
 * Do not name the VIP in your will, ever.
 * If both and  are dead, and a user is on trial and they claim a  role, ask them who the VIP is. If they answer incorrectly or don't answer at all, they are probably evil. Do not do this otherwise, as a clever  could get a quick kill on the VIP, as described below.
 * ,, and are all crucial roles.  is a top priority for the  as they somewhat reliably find evil, while overall just getting the  to talk and figure out who their allies are.
 * If the kills on the first night, it may be wise for a  to not lay their trap until the third night. This will ensure that your trap isn't wasted on a night the  can't be killed by it, as well as give you more time to find at-risk targets, or to protect an exposed VIP.
 * Beware of making common mistakes that help pinpoint the VIP. Explained in the section.
 * If at least 3 players claim on the first day, one is liable to be a.
 * Overclaiming on the first day can also give  a blueprint for wiping out the VIP's protection in 1-2 nights. If someone has claimed  before you, it may be wise to refrain from immediately claiming yourself.
 * Not claiming can make it difficult for the  to mess with you, but if two  are silent on the first day, they will kill each other, dealing a huge blow to.
 * Exposing the can deal a devastating blow to, as a controlled  can easily result in the net loss of two  members. You can mitigate this risk somewhat by favoring the  or 's results to the 's.
 * If a is exposed on the second day, and you're a second, consider protecting the  that night. They can be forced to shoot, but you are likely to kill the , which is more than a fair trade.
 * Coven Strategies are far more complex -- to have any chance at winning, Coven needs to know what they're doing, while also on the lookout for means to find and kill the VIP:
 * A key strategy to remember, if the VIP is discovered early on, the Coven can safely attempt a quick kill by witching the onto the, and having a  or  attack the VIP. The  will be protected from any second  or  by the bewitched , and the controlled  can also kill investigatives visiting the.
 * The can send random undeclared  members to an alert  to open up claim space, but there is a chance they may target a, non-visiting role, or the VIP. The  can heal them to help manage risk.
 * 's VIP is the . Their arsenal of tricks is so vast that to lose the Coven Leader early is to all but forfeit the match:
 * A, starting on N3, cannot be harmed by traps on a or  as long as the target isn't sent to themself. This is most likely a bug, however.
 * Sometimes, a can break up a double  combo, which always includes the VIP, by sending one of the  to themself. There is a 50/50 chance that either the controlled crusader will either attack their partner, or will attack the  instead.
 * If a is protecting a  starting from N3, this can be circumvented by the  sending the  to the . The  will die protecting the, but the  will protect the.
 * If you know the VIP, and know the order in which two are protecting them, send the exposed  to the VIP -- both  will kill each other, leaving the VIP exposed the next night.
 * The is also a key player, as it can wipe out a number of players early on, sometimes score N1 kills, and overall is best as a suicide lead:
 * Claiming to be a on the VIP, as, can leave the VIP exposed and get actual protectives killed. You'll likely be found out within a couple nights, but you can do a lot of damage. Since  isn't part of the quick kill strategy, it's often worth the risk.
 * Alternatively, claiming to be "on the ", and having the send the  to you, is a decent way to lure other protectives and possibly the  and/or  to you. You'll score a lot of kills, but you'll likely be lynched the next day.
 * Given that the can only make risky contact kills with the Necronomicon, it is the second-weakest end-game role to . It is best used early and then expended to protect the other  members from lynch.
 * The is critical to quick kill strategies, but also has a few other tricks:
 * Keeping the alive is your top priority. If they're doing something risky, like messing with  on the first night, consider healing them. If the  sends a protective to themself, though, do not heal them -- you may be killed by a.
 * Consider holding your attack for a night or two, and try figuring out who the VIP is. This may also cast suspicion on those who are role blocked.
 * On the second day, consider using your investigation potion on a high-priority target, regardless of whether or not you know their role. This will dismantle any trap that has been put up.
 * The general playstyle varies based on which role you end up with:
 * The prioritizes wiping out  and  ASAP. Even if you lose your, the  can essentially make risk-free guesses as to who the VIP is if only  and  remain. Without the Necronomicon, your job is to dismantle traps. Don't plan on being able to use your finishing spell -- given the lack of claimspace in and the goal of Coven VIP, this is extremely rare.
 * The 's two most useful ghouls are the and . Unfortunately, the  has poor synergy with the, and requires strategies that involve straight up killing as many protective roles as possible. With the Necronomicon, you have a safe attack, but you still get walled by traps and.
 * The strategies revolve around having the  harass the lead, safest move is to send said  to the , while the  and  liberally seek out target VIP. The  is the worst late-game role, so they are most useful in attempting a quick kill and are expendable if it means protecting the  from lynch.
 * Finally, be on the lookout for tells that help narrow down who is and isn't the VIP:
 * Pay attention to any or  claims, putting them on your "not VIP" list.
 * If a excludes the VIP from results, keep a list of everyone who IS named. Include fellow living  if it's in your will, so as to misdirect the.
 * Also pay attention for anyone explicitly not grilled when named by the -- they may be the VIP, but they may also be someone who claimed before.
 * If a or  has no results for days, or a  claim is oddly absent or accomplishing nothing, they may be the VIP, staying home.
 * Similarly, you may wish to add active and  to your "not VIP" list, as their VIP counterparts often stay home.
 * Neutrals are wildcards, but they have their own considerations:
 * may wish to refrain from declaring or voting until they know what side they're on. Declaring D1 will prevent you from being able to lie to save your target, and may make you the target of who don't wish to antagonize.
 * A may wish to write up a couple fake wills for their target, but keep it in a separate text file so as not to reveal them upon death. If the, , or  implicates them, try to defend your target with a false  or  will that makes them look innocent. In the event of a , you may need to simply counterclaim . You merely need to keep them from being lynched that day.
 * can be cowed to help the, but it is overall risky to keep them around. If is near voting majority, it's generally best to let them live.

Coven Lovers
Coven Lovers is another game mode that is also exclusive to the Town of Salem: The Coven expansion, and one of the two that rotate weekly. It has a normal role list, but 8/15 players are tied to another as lovers (This means the 7 other players are left single). There are a number of special rules governing lovers:


 * If one member of a pair of lovers dies, the other is dealt the equivalent of an Unstoppable Attack. 's absolute immunity to being killed at night will protect him from this.
 * Lovers are able to secretly whisper to each other.
 * Lovers can win with each other's factions. For example, if the has a living  lover, then they will be able to win with the, and will not block a  victory.
 * If all players who do not have lovers die, all lovers still alive will win even if they are in opposition (for example, if the only living players are a pair of lovers and a pair consisting of  and, all four will win).
 * s cannot be (or have) lovers under any circumstances.
 * Aside from that, any pair of roles can be lovers.

Strategy

 * It's important to understand victory conditions.
 * The town is split into the following "teams". And, same as with swinging roles in other modes, just because you can win with someone, you should not automatically consider them your allies.
 * Single - Their only victory chance is with  victory. Their primary lynching targets are duos of killers. This is also a "fallback" side for all the  players. Once you've found yourself in the graveyard you are essentially a single town. Taking steps to ensure their victory is generally a good call for all town players.
 * -only pairs - Will win with, will win with lovers. Their primary lynching targets are single killers.
 * /Killer pairs - Will win with, will win with lovers. Their primary lynching targets are single killers, however they can turn on singles (and either lynch them or kill them at night) at any moment if they consider lovers victory to be closer than  victory.
 * Killer-only pairs - Will win with lovers. Their primary targets are single players. Single poses a threat as a voting force, single killers pose a threat as killers (so long as they can get through your defense).
 * Single killers - Only win alone. Their primary targets should be pairs with in them. Then pairs of killers. Then single  and other single killers. Their main concern seems to be how to throw the game in style though because most players put in this situation will blatantly refuse to play their part and will just ask to be lynched.
 * Beyond the basics there's one easy to miss fact - your goal is to WIN, not to survive. Keeping your lover alive is mostly just self-preservation. And generally is only as valid a move as that. Also you don't care in the slightest if they win you only care if YOU win.
 * can win from the graveyard as long as it's town victory not lovers victory.
 * can win as long as he gets his plunders.
 * can outlive their partner and win solo.
 * That said, your lover is still an asset that allows you to win with lovers victory. Even if you can count on a retributionist to bring you back, losing one means losing an asset.
 * Your lover is an asset for more than just victory condition requirement.
 * An evil paired with can use their help when going for killing singles.
 * A paired with killer can use their help to make public claims without being outed.
 * paired with can use their help to find/confirm the other.
 * Lover is also a vulnerability of cause.
 * In general keep in mind that when ONE of you has revealed you can keep the other under the radar and ask for on yourself. But when BOTH of you are known one  is no longer enough to keep both of you from death. Killers generally have some defense of their own, but generally they are NOT invulnerable at night.
 * Discuss in your hidden whispers which one of you will reveal and which will try to stay hidden.
 * Few outcomes are worse than both of you outing on the same day.
 * Don't fall for "who is your lover?, lover vouch for him" trap.
 * All you (and they, if it's genuine -side question) need is a proof that your partner is town.
 * And them just saying that they are isn't going to cut it either, they will still be asked for the same info that you'd post in chat in their stead and either trusted or mistrusted BASED ON THE INFO, not on them claiming it themselves. So DON'T EVEN CONSIDER outing for the sake of just backing up your partners words with the same exact words they could have said (unless of cause  is being extra dumb and stubborn and got them all the way to the lynch stand).
 * YOUR claim and will posted on their behalf is just as viable and just as easy to CC as their own. (someone just has to say "I'm and I'm not with him" for example, or "I'm  and that will has fake visits")
 * is probably going to be pissed about it, but it's not his place to decide when you should reveal your partner.
 * However that same is your last resort if  is being extra dumb and stubborn. Reveal, and ask to be tracked. Keep in mind that not every role is provable like this. For example  can't really say on his own whether you are a  or an . And almost anyone can fake being  in  eye by not going anywhere next night. And even  roles are fake-able to some extent by  and.
 * Revealed NEEDS protection in order to stay alive. While revealed killer can somewhat cope.
 * In reverse revealed is known as a target likely to be protected, and unrevealed killer has a better chance of surviving being randomly targeted at night. (Depends on who is killing though)
 * Keep in mind all your winning and losing options.
 * Lovers with a can win with  OR lovers. Lovers with no town can only win with lovers. Sometimes it's easier for /evil pair to kill singles and "join" evil pairs than to keep pushing for  win. Keep that in mind as any single/paired player.
 * Pair with a in it can win with . Keeping important  members alive can greatly accelerate that process. Caring only for your lover however still puts both of you at risk (unless both are ) giving active evil more time to kill you. And if game ends with lovers victory neither of you will win.


 * Even within a pair "discord" is possible. doesn't care if both of you live once he has won. And  doesn't need you alive in the end. That said both of those cases WANT you alive as winning a lover victory is always an easier option. But perhaps the most treacherous would be the  itself. Throwing the safety of themselves and their partner under the bus in order to ensure town victory is a viable move on their part.