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For more information on Classic game mode setups and strategies, visit Game Modes.

RoleIcon CovenLeader Circled This page describes content that can only be accessed in the Coven Expansion.
The Coven "Normal" Game Modes.

The Coven "Normal" Game Modes.

These are the game modes exclusive to the Coven Expansion. A total of 10.00 USD (including the account itself) is required to play these game modes, which adds 15 new roles that change how Town of Salem plays.

Coven Classic

Coven Classic is the first game mode in the Coven Expansion. It is the introductory game mode to the Coven similar to Classic Mode.

Role Name

Role Alignment/Category

Role Description

1 Sheriff Town Investigative Check one player each night for suspicious activity.
1 Lookout Town Investigative Watch one player each night to see who visits them.
1 Psychic Town Investigative Receive a vision every night.
1 Jailor Town Killing Choose one player during the day to jail for the night.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Coven Leader Coven Evil Choose to Control someone each night.
1 Potion Master Coven Evil Use a potion on a player each night.
1 Executioner Neutral Evil Trick the Town into lynching your target.
1 Random Coven May be Hex Master, Necromancer, or Poisoner.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
1 Random Town May be any Town, as long as Unique roles do not occur more than once.
1 Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.
1 Random Town May be any Town, as long as Unique roles do not occur more than once.
1 Pirate Neutral Chaos Choose a player to plunder each night.
1 Random Town May be any Town, as long as Unique roles do not occur more than once.

Coven Ranked Practice

Coven Ranked Practice is the equivalent of Ranked Practice in the Coven Expansion.

Role Name Role Alignment/Category Role Description
1 Jailor Town Killing Choose one player during the day to jail for the night.
2 Town Investigative May be Investigator, Lookout, Sheriff, Spy, Psychic, or Tracker.
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Town Killing May be Veteran or Vigilante.
3 Random Town May be any Town, as long as Unique roles do not occur more than once.
1 Coven Leader Coven Evil Choose to Control someone each night.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Poisoner, or Potion Master.
1 Neutral Killing May be Arsonist, Serial Killer, Werewolf, or Juggernaut.
1 Neutral Evil May be Executioner or Jester.

Coven Ranked

Coven Ranked is the equivalent of Ranked in the Coven Expansion.

Role Name Role Alignment/Category Role Description
1 Jailor Town Killing Choose one player during the day to jail for the night.
2 Town Investigative May be Investigator, Lookout, Sheriff, Spy, Psychic, or Tracker.
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Town Killing May be Veteran or Vigilante.
3 Random Town May be any Town, as long as Unique roles do not occur more than once.
1 Coven Leader Coven Evil Choose to Control someone each night.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Poisoner, or Potion Master.
1 Neutral Killing May be Arsonist, Serial Killer, Werewolf, or Juggernaut.
1 Neutral Evil May be Executioner or Jester.

Mafia Returns

Mafia Returns is a Coven Exclusive game mode that has a classic Town vs Mafia vs Neutral setup.

Role Name

Role Alignment/Category

Role Description

1 Sheriff Town Investigative Check one player each night for suspicious activity.
1 Lookout Town Investigative Watch one player each night to see who visits them.
1 Psychic Town Investigative Receive a vision every night.
1 Jailor Town Killing Choose one player during the day to jail for the night.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Godfather Mafia Killing Choose one player to attack each night.
1 Ambusher Mafia Killing Choose one player each night to lie in wait outside their house.
1 Random Mafia May be any Mafia except Godfather or Ambusher.
1 Hypnotist Mafia Deception Choose one player each night to plant a false memory.
1 Executioner Neutral Evil Trick the Town into lynching your target.
1 Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.
1 Pirate Neutral Chaos Choose a player to plunder each night.
3 Random Town May be any Town role, as long as Unique roles do not occur more than once.

Coven Custom

Coven 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 player 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 need to be in the lobby for at least 10 seconds before voting to repick 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. Neutral Killing), a certain team (e.g. Random Town) or Any.
  • The host has a few restrictions while picking roles:
  • If the host leaves, a random player in the lobby will become the new host.
  • The host may select an option to allow Anonymous Voting. This means players will not specifically know who has voted against another player or their judgement when on trial.
  • When hosting, be sure to choose what roles you AND the other players want into the game, so everyone can come on an agreement easily.

For common setups to host, see Custom Setups (Coven).

Coven All Any

Coven All Any is the Coven Expansion counterpart of All Any. It is completely random and consists of 15 Any slots, which can be any of the 49 roles in the Coven Expansion. 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 Mafia and/or Coven and, although very rare, as few as 0 members of the Mafia and/or Coven. Games can also start with up to 4 Vampires and, although extremely rare, as few as under 5 Town.

In most cases, the Mafia and Coven have an advantage over the other factions, as they instantly know their own numbers, while the Town may need many Days to figure out how many of their own exist, as well as deduce who is who. It is common for Executioners and Jesters to exist in the game, so be careful of who you decide to lynch in this game mode.

Role Name

Role Alignment/Category

Role Description

15 Any May be any Town, Mafia, Neutral, or Coven, as long as Unique roles do not occur more than once.

Advantages

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

Strategy

  • Coven All Any relies on players to use only the information from other players to deduce who the evils are.
  • As a Townie, remember that if more than one person claims the same role, unless it's a Unique role, they may both be Town.
    • Investigators are a top priority to keep alive, as they can heavily limit claim space for evils.
    • As a Jailor, you should usually look at a Last Will over a role to decide if you want to execute someone or not. If the Last Will is weak or has several contradictions, you may have jailed an evil role.
  • If you are a Mafia or Coven, it may be worth it to prioritize the other faction and Neutral roles over Town, as typically, they are more dangerous than the Town (with some exceptions, such as Jailor).
  • Vampires should conceal their identity as long as possible, as once Vampires are known to exist, the Town will most likely target them.
  • As any evil role, you may want to be cautious of an Investigator, but otherwise, it's okay to claim a role that someone else has already claimed since more than one type of role spawning is common.
  • Executioners may have an easier time lynching their target due to the large amount of claim space there is.

Coven VIP

SpecialLabel VIP

The icon that displays next to the VIP in the player list

Coven VIP is a game mode that rotates weekly and is the counterpart to Coven Lovers and Coven Town Traitor. It has various Town and Coven Roles, including some Neutrals. One random Townie will be selected to be the VIP, and all other Townies will know who this VIP is. If the VIP dies, the Town automatically loses and the Coven wins even if all members of the Coven are dead. The point of the game is to make sure that the VIP dies or stays alive depending on what faction you belong to. You cannot whisper to other players in Coven VIP.

Role Name

Role Alignment/Category

Role Description

1 Sheriff Town Investigative Check one player each night for suspicious activity.
1 Crusader Town Protective Choose to protect one player each night.
1 Psychic Town Investigative Receive a vision every night.
1 Vigilante Town Killing Choose to shoot one player each night.
1 Trapper Town Protective Choose to set up a trap at another player's house.
1 Coven Leader Coven Evil Choose to Control someone each night.
1 Potion Master Coven Evil Use a potion on a player each night.
1 Guardian Angel Neutral Benign Keep your target alive.
1 Random Coven May be Hex Master, Necromancer, or Poisoner.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
1 Tracker Town Investigative Choose one player each night to see who they visit.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter.
1 Pirate Neutral Chaos Choose a player to plunder each night.
1 Town Protective May be Doctor, Bodyguard, Crusader or Trapper.

Strategy

  • The VIP themselves has to factor in the pros and cons of how they use their role:
    • Psychic, Medium, and Retributionist are simple -- they can't visit; thus, they are the hardest for Coven to deduce.
    • Mayor is also difficult to deduce, but due to Doctor being unable to visit them after they reveal, the Mayor needs to be careful about revealing. Therefore, you should only reveal if the Town is at risk of losing majority, as you are already a confirmed Townie to the Town.
    • Transporter is an interesting case -- they can keep the Crusader safe, and the Crusader can protect them from anything. However, they can unintentionally swap themselves with a Medusa or the target of another Crusader, ending up dead.
    • Escort's greatest threat is the Coven Leader, who can send their Crusader anywhere. Once the Coven Leader is dead, it is generally safe for the VIP Escort to target risky individuals.
    • Sheriff and Tracker have the greatest catch 22 -- produce no results, and it's obvious you're the VIP. Go out, and you may walk into a bewitched Crusader or Medusa. If you must go out with the Coven Leader still alive, try to visit suspicious people who aren't attracting much attention.
    • A Doctor VIP will either heal a Crusader Night 1 or walk into a Medusa. Claiming D1 is probably not a good idea, as Coven may use the "peel the layers" strategy and kill you Night 2.
    • A Crusader VIP is the most likely to fail, as the odds of another Crusader claim being Medusa 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 Potion Master. To further exacerbate this, traps tend to often fail on a Crusader -- particularly against the Coven Leader.
    • If you're in a good position, consider voting innocent on a known Coven member. This could bait the Coven to accuse you, and subsequently out themselves. The downside is that this can also bait a Pirate who claims to be working for Town.
  • Town Strategies revolve around keeping the VIP alive, but also finding the right balance between openness and subtlety:
    • The VIP is always a Town user, and cannot be a Vigilante or Bodyguard.
    • Do not name the VIP in your Last Will. Replace their name with 'VIP' or a similar contraction. Writing the VIP's name in your will is considered to be gamethrowing.
      • There is an exception if you're Psychic. Instead of writing down 'VIP' in your visions, write their actual name. Writing 'VIP' will make it easier for Coven to deduce the VIP, considering their name never shows up.
    • If both Potion Master and the Random Coven are dead and a user is on trial and they claim a Town role, ask them who the VIP is. If they answer incorrectly (or don't answer whatsoever), they are most likely evil. Do not do this otherwise, as a clever Coven member could swiftly assassinate the VIP, as depicted below.
    • Psychic, Trapper, and Sheriff are all crucial roles. Psychic is a top priority for the Coven as they somewhat reliably find the evil roles, while overall persuading the Town to talk and figure out who their allies are.
    • If the Potion Master kills on the first Night, it may be wise for a Trapper to not lay their Trap until the third Night. This will ensure that your Trap isn't wasted on a Night the Coven Leader 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 Coven section.
    • If at least 3 players claim Town Protective on the first Day, one is liable to be a Medusa.
    • Multiple people claiming to be Town Protective on the first Day can also give Coven a blueprint for wiping out the VIP's protection in 1-2 Nights. If someone has claimed Crusader before you, it may be wise to refrain from immediately claiming yourself.
    • Not claiming Crusader can make it difficult for the Coven Leader to mess with you, but if two Crusaders are silent on the first Day, they will kill each other, dealing a huge blow to Town. Try to coordinate who is on the VIP, e.g. if you are a Crusader and somebody else claims to be Crusader D1 and will be on the VIP, do not go on the VIP in case you kill each other. Instead, be on them.
    • Exposing the Vigilante can deal a devastating blow to Town, as a controlled Vigilante can easily result in the net loss of two Town members. You can mitigate this risk somewhat by favoring the Tracker or Sheriff's results to the Psychic's.
  • Coven strategies are far more complex - to have any chance at winning, Coven needs to know what they're doing, while also being 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 controlling the Crusader onto the Coven Leader, and having a Potion Master or Poisoner attack the VIP. The Coven Leader will be protected from any second Crusader or Bodyguard by the bewitched Crusader, and the controlled Crusader can also kill any Sheriffs or Trackers visiting the Coven Leader.
    • The Coven Leader can send random undeclared Town members to an alert Medusa to open up claim space, but there is a chance they may target a Pirate, non-visiting role, or the VIP. The Potion Master can heal them to help manage risk.
    • Coven's VIP is the Coven Leader. Their arsenal of tricks is so vast that to lose the Coven Leader early is to all but forfeit the match:
    • The Medusa is also a key player, as it can wipe out a number of players early on, sometimes score Night 1 kills, and overall is best as a suicide lead:
      • Claiming to be a Crusader on the VIP as Medusa can leave the VIP exposed and cause actual Town Protectives to be killed. You'll likely be found out within a couple of Nights, but you can do a lot of damage. Since Medusa isn't part of the quick kill strategy, it's often worth the risk.
      • Alternatively, claiming to be "on the Crusader", and having the Coven Leader send the Crusader to you, is a decent way to lure other Town Protectives, potentially including the Tracker and/or Sheriff towards you. You'll score a lot of kills, but you'll likely be lynched the next Day.
      • Given that the Medusa can only make risky contact kills with the Necronomicon, it is the second-weakest end-game role to Poisoner. It is best used early and then expended to protect the other Coven members from being lynched.
    • The Potion Master is critical to quick kill strategies, but also has a few other tricks:
      • Keeping the Coven Leader alive is your top priority. If they're doing something risky, like messing with Town Protectives on the first Night, consider healing them. If the Coven Leader sends a Town Protective to themselves, though, do not heal them -- you may be killed by a Crusader.
      • 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 play-style varies based on which Random Coven role you end up with:
    • Finally, be on the lookout for tells that help narrow down who is and isn't the VIP:
      • Pay attention to any Pirate or Guardian Angel claims, putting them on your "not VIP" list.
      • If a Psychic excludes the VIP from results, keep a list of everyone who IS named. Include fellow living Coven if it's in your will, so as to misdirect the Town.
      • Also, pay attention for anyone explicitly not grilled when named by the Psychic - they may be the VIP, but they may also be someone who claimed before.
      • If a Sheriff or Tracker has no results for Days, or a Town Protective claim is oddly absent or accomplishing nothing, they may be the VIP, staying home.
      • Similarly, you may wish to add active Sheriffs and Trackers to your "not VIP" list, as their VIP counterparts often stay home.
  • Neutrals are wildcards, but they have their own considerations:
    • Guardian Angel 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 Pirates who don't wish to antagonize Town.
    • A Guardian Angel may wish to write up a couple of fake wills for their target, but keep it in a separate text file so as not to reveal them upon death. If the Psychic, Tracker, or Sheriff implicates them, try to defend your target with a false Tracker or Sheriff will that makes them look innocent. In the event of a Sheriff, you may need to simply counterclaim Sheriff. You merely need to keep them from being lynched that Day.
    • Pirates can be cowed to help the Town, but it is overall risky to keep them around. If Coven is near voting majority, it's generally best to let them live.

Coven Lovers

Coven Lovers is a game mode that rotates weekly and the counterpart of Coven VIP and Coven Town Traitor. It has a normal role list, yet 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. Pestilence's absolute immunity to being killed at Night will protect him from this.
    • If the Plaguebearer has become Pestilence and they have a lover, then when their lover dies, they won't die. Instead, they will receive the message "You care not for a lover, for a horseman feels no love, no pain, no happiness".
      SpecialLabel Lovers

      Icon that appears next to your lovers name on the player list.

      RoleIcon LoversWins

      Lovers Icon

  • If one player suicides (leaves the game), their lover will not die.
  • Lovers are able to secretly whisper to each other without the whisper notification showing up in the chat box to others.
  • Lovers can win with each other's factions. For example, if the Plaguebearer has a living Town lover, then they will be able to win with the Town, and will not block a Town 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 Town lovers and a pair consisting of Serial Killer and Werewolf, all four will win).
  • Bodyguards cannot be (nor have) lovers under any circumstances because the Bodyguard will die in the process of saving another target, thereby killing their lover.
  • Aside from that, any pair of roles can be lovers.

Role Name

Role Alignment/Category

Role Description

1 Sheriff Town Investigative Check one player each night for suspicious activity.
1 Doctor Town Protective Heal one player each night, preventing them from dying.
1 Psychic Town Investigative Receive a vision every night.
1 Tracker Town Investigative Track one player each night to see who they visit.
2 Town Protectives May be Doctor, Bodyguard, Crusader, or Trapper.
2 Town Supports May be Escort, Mayor, Medium, Retributionist, or Transporter.
1 Pirate Neutral Chaos Choose a player to plunder each night.
1 Arsonist Neutral Killing Douse someone in gasoline or ignite all doused targets.
1 Werewolf Neutral Killing Rampage at a player's house during the Full Moon.
1 Serial Killer Neutral Killing Kill someone each night.
1 Godfather Mafia Killing Choose one player to attack each night.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
1 Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.

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 Town - Their only victory chance is with Town victory. Their primary lynching targets are duos of killers. This is also a "fallback" side for all the Town 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.
      • Town-only pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers.
      • Town/Killer pairs - Will win with Town, will win with lovers. Their primary lynching targets are single killers. However, they can turn on Town singles (and either lynch them or kill them at Night) at any moment if they consider lovers victory to be closer than Town victory.
      • Killer-only pairs - Will win with lovers. Their primary targets are single players. Single Town poses a threat as a voting force, single killers pose a threat as killers (if their attack tier is higher than your defense tier).
      • Single killers - Only win alone. Their primary targets should be pairs with Town in them, then pairs of killers, then single Town, and other single killers. This category is the hardest one to win with as you have no allies and are usually among the first lynched.
    • Beyond the basics there's one easy to miss fact - your goal is to WIN in any way possible. This can be by killing off evils as a Townie or surviving the game as an evil in any way possible.
      • Town can win from the graveyard as long as it's a Town victory and not a lovers or killer victory.
      • Pirate can win as long as he gets his plunders.
      • Pestilence can outlive their partner and win solo.
      • That said, your lover is still an asset that allows you to win with lovers victory.
    • Your lover is an asset for more than just victory condition requirement.
    • 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 Town Protective on yourself. But when BOTH of you are known one Town Protective 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 yourselves on the same Day.
        • Don't fall for the "who is your lover?" or the "lover vouch for him" trap.
          • All you (and they, if it's a genuine Town-side question) need is proof that your partner is a Townie.
          • And them only saying that they are Town isn't going to cut it either – they will still be asked for the same information that you'd post in chat in their stead, and either trusted or mistrusted based on the info, not on them claiming it themselves; Don't consider outing for the sake of just backing up your partners words with the same exact words they could have said (unless the Town is obviously naive and/or stubborn, bringing them to the stand).
          • YOUR claim and will posted on their behalf is just as viable and just as easy to counterclaim as their own (someone just has to say "I'm Retributionist and I'm not with him" for example, or "I'm Trapper and that will has fake visits").
          • Tracker 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 Tracker is your last resort if the Town is being stubborn. Reveal, and ask to be tracked. Keep in mind that not every role is provable like this. For example, Tracker can't really say on his own whether you are a Sheriff or an Arsonist, and almost anyone can fake being Medium in the eye of a Tracker by not going anywhere next Night. And even Town Protective roles are fake-able to some extent by Arsonist and Plaguebearer.
        • Revealed Town NEEDS protection in order to stay alive. Killing roles with defense are generally fine to not protect since their only threats would be the Werewolf or Medusa. The Arsonist would only be a threat late-game.
        • In reverse, revealed Town is known as a target likely to be protected, and unrevealed killers have a better chance of surviving being randomly targeted at Night (it depends on who is killing though).
    • Keep in mind all your winning and losing options.
      • Lovers with a Townie can win with Town OR lovers. Lovers with no Town can only win with lovers. Sometimes it's easier for a Town/evil pair to kill singles and "join" the evil pairs than to keep pushing for a Town win. Keep that in mind as any single/paired player.
      • A pair with a Town Protective in it can win with Town. Keeping important Town members alive can greatly accelerate that process. Caring only for your lover, however, still puts both of you at risk (unless both are Town Protective) giving active killers more time to kill you. And if the game ends with a lovers victory, neither of you will win.
  • Even within a pair, "discord" is possible. Pirate doesn't care if both of you live once he has won. And Pestilence 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 Town 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.

Town Traitor

Town Traitor is a rotating game mode similar to the Classic Town Traitor. The most notable difference is that instead of one Townie siding with the Mafia, they now side with the Coven. There are no Neutral roles in the role list. As with the Classic Town Traitor, the traitor will know and will be able to speak with the other Coven roles. They cannot be told apart from any other normal Townies and must be killed using scum reading. The traitor will retain all of their normal abilities as a Town role, with some exceptions such as Vigilante and Jailor traitors no longer facing consequences after killing a Townie.

Role Name Role Alignment Role Description
1 Sheriff Town Investigative Check one player each night for suspicious activity.
1 Jailor Town Killing Choose one player during the day to jail for the night.
1 Crusader Town Protective Choose to protect one player each night.
1 Tracker Town Investigative Track one player each night to see who they visit.
1 Town Investigative May be Investigator, Lookout, Sheriff, Spy, Psychic, or Tracker.
1 Town Protective May be Doctor, Bodyguard, Crusader, or Trapper.
1 Town Killing May be Veteran or Vigilante.
1 Town Support May be Escort, Mayor, Medium, Retributionist, or Transporter.
3 Random Town May be any Town, as long as Unique roles do not occur more than once.
1 Coven Leader Coven Evil Choose to Control someone each night.
1 Medusa Coven Evil You may choose to Stone Gaze all visitors at night.
2 Random Coven May be Hex Master, Necromancer, Poisoner, or Potion Master.

Strategy

  • Vigilante and Jailor traitors receive no consequences after killing a Townie, and can do so multiple times.
  • Once all Coven members have been killed, leaving only the traitor alive, the Town is given a 3-Day countdown to find and kill the traitor. If the timer runs out, the Town loses and the Coven wins.
    Crus tt

    Crusader Town Traitor's Role Card

    Traitor Countdown
  • In a 1 v 1 stalemate between the Town and the Town Traitor, the win will be given to the Town Traitor and thus to the Coven. The Town Traitor will automatically win in 1 v 1 against all Town roles except Vigilantes with bullets left, Jailors with executions, or a Retributionist with an unused Vigilante in the graveyard. Traitor Escorts and Transporters will win automatically against Vigilantes with bullets left, and a Traitor Transporter will automatically win against a Retributionist.
  • One important thing to note is that the Traitor is NOT a Coven member, but rather a Townie with Coven's win conditions. This means that the Traitor cannot be detected by a Spy, Sheriff (unless Hexed), or Psychic, the Retributionist can use them, and all Coven roles can visit the Traitor. However, they do not need to be Hexed for the final Hex to trigger.
  • As a Town Traitor, try to use your abilities to help your team while being seen as a helpful Townie.
    • If you are a Jailor, do not reveal, trying claiming a different role, and execute all Townies who might pose a threat to the Coven. You can instead have Medusa reveal as "Jailor" for some quick kills.
    • If you are the Mayor, do not reveal until it is impossible not to do so as the Town is very willing to lynch a Mayor whether or not they are suspicious.
    • If you are a Medium, consider trying to confirm yourself and a Coven member as soon as possible, remember dead cannot see who types only that there is a Medium.
    • If you are a Town Investigative, try to cast doubt on other Town Investigative claims.
    • If you are a Crusader, you have the ability to add extra kills and protect your team. However
    • If you are a Vigilante, you have the ability to add extra kills for your team and quickly whittle down the other Townies. However, if you have revealed your role, the Town will surely lynch you if you shoot more than one Townie and don't commit suicide. Keeping yourself away from suspicion or claiming something else, such as Veteran, can allow you to stay alive as long as possible to take out as many Townies as you can with your shots.
    • If you are a Retributionist, you are essentially a Necromancer with immunity from Sheriffs, Spies and Psychics, an inability to use ghouls, and you cannot use a Poisoner or Hex Master if they are the Random Coven. If no Necromancer exists, you can use a Town Investigative to confirm yourself or find dangerous enemies, or you could use a Town Protective to protect a fellow Coven member. If there is a dead Vigilante or Crusader in the graveyard, use them to kill Townies when the Coven is close to majority. If a Necromancer exists, coordinate on who is going to use which corpse, as only one of you can use a corpse. If they obtain the Necronomicon, they should prioritize using their ghouls to whittle down the number of Townies remaining while you continue using dead Town members.
      Traitor Ally
      Traitor Coven
    • If you are a Townie:
      • Always try to scum read other players to determine who is voting up Townies, especially the Mayor. Remember, a traitor cannot be found by Town Investigative roles.
      • Keeping powerful Town roles at bay may keep good Townies safe, if a Mayor reveals it is advised to get rid of them as they can quickly spell doom for the Town if they are the traitor. If a Jailor is known and starts to execute innocent townies, it is likely they are traitor.

Retired Game Modes

Rivals

Exclusive to the Coven Expansion, Rivals was first introduced in Version 2.0.3.6849 which was released on July 20th of 2017. This game mode was one of three game modes which would rotate weekly. Rivals was the reverse of Lovers Mode in the way that each player had a rival who needed to die in order for the player to win. Players with a rival could not visit their rival directly. Due to its lack of popularity, this game mode was later removed on February 16th of 2018.[1]

Role Name Role Alignment/Role Category Role Description
2 Sheriffs Town Investigative Check one player each night for suspicious activity.
2 Lookouts Town Investigative Watch one player each night to see who visits them.
2 Trackers Town Investigative Track one player each night to see who they visit.
2 Town Protectives May be Doctor, Bodyguard, Crusader, or Trapper.
1 Town Killing May be Veteran, Vigilante, or Jailor.
1 Medusa Coven Evil Choose to Stone Gaze all visitors at night.
1 Werewolf Neutral Killing Rampage at a player's house during the Full Moon.
1 Serial Killer Neutral Killing Kill someone each night.
1 Pirate Neutral Chaos Choose a player to plunder each night.
1 Plaguebearer Neutral Chaos Choose to infect one player with the Plague each night.
1 Amnesiac Neutral Benign Remember who you were.

Upcoming Game Modes

No upcoming game modes have been announced yet.

History

Role Name 
1 Sheriff
1 Doctor
1 Psychic
1 Jailor
1 Tracker
1 Town Protective
2 Town Supports
1 Town Killing
1 Coven Leader
1 Poisoner
1 Random Coven
1 Pirate
1 Plaguebearer
1 Neutral Killing

References

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