Town of Salem Wiki
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== Strategies ==
 
== Strategies ==
 
* Unlike the {{Crusader}}, you can protect confirmed {{Townies}} without harming any other {{Townies}}, as long as a {{Vigilante}} would not shoot them. The only downside to this is that a benign {{Townie}} may trigger the trap, leaving your target without a trap to protect them.
 
* Unlike the {{Crusader}}, you can protect confirmed {{Townies}} without harming any other {{Townies}}, as long as a {{Vigilante}} would not shoot them. The only downside to this is that a benign {{Townie}} may trigger the trap, leaving your target without a trap to protect them.
** However, A good side in this is that you know what roles are in the game. 
+
** However, a good side in this is that you know what roles are in the game. 
 
* Two {{Trappers}} setting traps at each other's houses gives both of them [[Keyword System|Powerful]] protection, enabling them to protect each other if they are attacked. The only downside is that they might be destroyed from a normal visitor.
 
* Two {{Trappers}} setting traps at each other's houses gives both of them [[Keyword System|Powerful]] protection, enabling them to protect each other if they are attacked. The only downside is that they might be destroyed from a normal visitor.
 
* Unlike most other {{Townies}}, you don't always want to keep an accurate {{Last Will}}. Your traps can still kill people after you die, so misleading evil roles about where your most recent trap has been placed can sometimes benefit the {{Town}}. However, you should still write down the roles of the people who triggered your traps somewhere, in case a {{Medium}} asks you for information or a {{Retributionist}} revives you.
 
* Unlike most other {{Townies}}, you don't always want to keep an accurate {{Last Will}}. Your traps can still kill people after you die, so misleading evil roles about where your most recent trap has been placed can sometimes benefit the {{Town}}. However, you should still write down the roles of the people who triggered your traps somewhere, in case a {{Medium}} asks you for information or a {{Retributionist}} revives you.

Revision as of 07:16, 6 January 2019

Template:Story Trapper

Mechanics

  • At night, you will build a trap that you can place. The next night, you can choose someone to place your trap. You can also select yourself once you have placed a trap to take it down. You can then place it again the next night.
  • If anyone visits your target, the trap is triggered and reveals all roles (not names) of people that visited your target.
  • If your target is attacked, your trap will kill one attacker visiting them, and grant your target Powerful defense. This includes Vigilantes and Vampire Hunters, but not Arsonists.
  • If you have trapped someone, you cannot build another trap until it is triggered. This means that only one trap can be active at a time.
  • If you are roleblocked on the night you build your trap, you will not build your trap that night. You will have to wait one extra night to place it.
  • If you are dueled by a Pirate and you have a trap ready to place, you will still be able to place that trap. This is a known bug.

Strategies

  • Unlike the Crusader, you can protect confirmed Townies without harming any other Townies, as long as a Vigilante would not shoot them. The only downside to this is that a benign Townie may trigger the trap, leaving your target without a trap to protect them.
    • However, a good side in this is that you know what roles are in the game. 
  • Two Trappers setting traps at each other's houses gives both of them Powerful protection, enabling them to protect each other if they are attacked. The only downside is that they might be destroyed from a normal visitor.
  • Unlike most other Townies, you don't always want to keep an accurate Last Will. Your traps can still kill people after you die, so misleading evil roles about where your most recent trap has been placed can sometimes benefit the Town. However, you should still write down the roles of the people who triggered your traps somewhere, in case a Medium asks you for information or a Retributionist revives you.
  • If a non-killing role hits your trap, it will be expended without killing anyone, revealing the roles that set it off in the process. This has a number of applications:
    • You can distinguish between Escort and Consort claims; all it takes is one entry in their will that hit one of your traps, and you'll know who they are.
    • You can precisely identify people's roles in conjunction with a Lookout or Tracker.
    • You can determine what roles are present, narrowing down the list of possible claims. This is of great benefit to the Town.
  • If an important Townie is confirmed, you should not trap them if there are other Town Protective roles alive, as it may be triggered by a Bodyguard or Crusader and will be wasted. If you are relatively certain that you are the only Town Protective, you should trap them.

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