Current Version: #1476067809308971028 message
My entry for the F3C'26 contest, The Parade Infernal pits a powerful town against an evil team with tight control over the execution economy. The Witch and the Organ Grinder restrict nominations and voting, while the Cerenovus might force executions outright! With Lil' Monsta, Alchemist, Vigormortis, and Plague Doctor on script, there are plenty of reasons for Minion abilities to crop up early and stay around all game.
In turn, town has a bevvy of information at hand: the Juggler, Cannibal, and Farmer all build confirmation chains while the Town Crier, Fortune Teller, and Balloonist root out evil players.
As the Minion suite is built to accommodate an Alchemist, the burden of misinformation shifts to Outsiders and Demons. A Puzzlemaster claim will cause townsfolk to doubt their information, while the Mutant will initially masquerade as Townsfolk. A late-surviving Organ Grinder removes one of town's most potent tools to socially distinguish hidden Outsiders from Minions, making an Alchemist-Organ Grinder especially valuable.
A few character-specific notes:
- The Monk protects from Vigormortis poison and can prevent Fang Gu jumps. I'd also rule that the Monk protects from the harmful effects of Boffined abilities (Boffin-Philo, Puzzlemaster, and sometimes Amnesiac).
- General, Cannibal, and Philosopher are all reasonable townsfolk abilities to grant the Demon. If granting a Puzzlemaster or Amnesiac ability, make sure town has the tools to fight it! In niche cases, you can consider a Alchemist ability (to double up on a specific Minion type) or a Plague Doctor ability (for the Fang Gu).
- The Alchemist can be given any ability, though several Alch-Boffin abilities work best in games where Outsider claims are expected (Mutant, Puzzlemaster drunking an Outsider). If using the Alch-Boffin to grant the Demon a harmful Amnesiac ability, keep it tame.