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This is a list of Open Setups that have been played often and are known to be good. An open setup is a setup which does not use the "Hide Setup" option in any capacity. This is to contrast with Semi-Opens (which tell you how the setup is formed) and Closed setups (which gives you a list of possible roles). If you want to add your own, use the formatting here and add a link to it. Alternatively, you may add it to the table below. Setups have default settings unless otherwise stated.

Tested Setups[]

Player Count Name Description Town Roles Mafia Roles Third-Party Roles
3 Consifom One-day setup where gameplay is influenced by who gets the gun 1 Arms Dealer, 1 Bulletproof 1 Consigilere N/A
3 Small Vengeful Mafia must condemn Traitor or have Hunter shoot Traitor 1 Hunter 1 Mafia 1 Traitor
3 The One I Cannot Kill Associate must condemn the Patsy revealed to them or have Martyr shoot Patsy 1 Martyr, 1 Patsy 1 Associate N/A
5 5 Man Conplan Short scumhunter where everyone is encouraged to fakeclaim 1 Grandma, 1 Medic, 1 President, 1 Tracker 1 Contingency Planner N/A
5 CSPAN Two-step wincon that differs greatly depending on who dies on the first night 1 Bulletproof, 1 Detective, 1 Governor N/A 1 Killer, 1 Overlord
5 Dethy Puzzling gameplay with fakeclaims and cop sanities 1 Cop, 1 Insane Cop, 1 Naive Cop, 1 Paranoid Cop 1 Mafia N/A
5 Zombies Basic scumreading setup where town must weigh their chances of being Martyr 2 Martyrs, 2 Villagers N/A 1 Zombie
6 Camera Shy Semi-nightless setup revolving around a one-shot investigative 3 Bombs, 1 Photographer 1 Busboy, 1 Crook N/A
6 Everyman A setup built around WIFOM and distrust 1 Doctor, 1 Grandma, 1 Psychiatrist 1 Yakuza 1 Executioner, 1 Fool
6 Lovers Mafia Nightless setup where mafia is unable to bus 4 Grandmas 2 Jekylls N/A
6 Shrink the Cult Conversion-heavy setup that is usually a race for Cult majority 1 Doctor, 3 Psychiatrists N/A 1 Cult, 1 Killer
7 Bootcamp Cop and Polygraph can find one of the two mafia each 1 Cop, 1 Polygraph, 3 Villagers 1 Godfather, 1 Mafia N/A
7 Classic Mafia must learn to counterclaim Cop on day one 1 Cop, 1 Doctor, 3 Villagers 2 Mafia N/A
7 Guns & Hookers Fast scumhunt involving smart gunplay 1 Arms Dealer, 1 Cop, 3 Villagers 1 Hooker, 1 Mafia N/A
7 Pie E7 More scum-sided variant of Classic where Cop cannot claim early 1 Cop, 1 Doctor, 3 Villagers 1 Hooker, 1 Mafia N/A
7 Voltron Doesn't Like It: Mafia.gg Edition Variant of Voltron with ambiguity in Mafia flips on condemn 1 Bulletproof, 1 Fall Guy, 1 Oracle, 2 Villagers 1 Klutz, 1 Mafia N/A
8 Classic 2 A step up from Classic with less certainty over Cop reports and an extra miscondemn 1 Cop, 1 Doctor, 2 Millers, 2 Villagers 1 Godfather, 1 Mafia N/A
8 Sweet Dreams Setup where the info generated by the power roles is unclear 1 Announcer, 1 Seer, 2 Sleepwalkers, 2 Villagers 1 Mafia, 1 Tagger N/A
8 Voltron Straightforward scumhunter where both power roles claim "PR" on day one 1 Bulletproof, 1 Oracle, 4 Villagers 2 Mafia N/A
8 Voltron Doesn't Like It Variant of Voltron with more mafia power and less guarantee over basic Mafia condemns 1 Bulletproof, 1 Miller, 1 Oracle, 3 Villagers 1 Mafia, 1 Tagger N/A
8 What a LOSER(S) Small setup where both alignments want to fakeclaim and make associative tells 1 Doctor, 2 Losers, 3 Villagers 1 Hooker, 1 Mafia N/A
9 Dreams Never Come True Weavers can hand out dreamcatchers to confirm Announcer and Buffoon, but these can be broken by Saboteur 1 Announcer, 1 Buffoon, 3 Sleepwalkers, 2 Weavers 1 Diva, 1 Saboteur N/A
9 Gnightless Mountainous setup with limited scum kill power and zero communication 7 Patsy 2 Marksmen N/A
9 Social Distancing Mountainous setup centered around open scumreading and effective Strongman usage 7 Agoraphobes 2 Strongmen N/A
9 V_ltr_n μ Voltron with a Janitorial-like twist 1 Agoraphobe, 1 Oracle, 5 Villager 1 Crook, 1 Sweeper N/A
10 ABC Simpler version of Janitorial with a self-aware Announcer 1 Announcer, 1 Bodyguard, 1 Cop, 4 Goofs 1 Busboy, 1 Godfather, 1 Jekyll N/A
10 Janitorial Town is starved for reliable info with one hidden role and two false Cop checks 1 Cop, 1 Doctor, 1 Miller, 1 Oracle, 3 Villagers 1 Fixer, 1 Janitor, 1 Mafia N/A
10 Reverse Setup where mafia have majority and must hunt down townies 1 Hunter, 1 Mason, 1 Vigilante 1 Mafia, 1 Tagger 5 Traitors
11 How To Play Marksman Basic Marksman setup where the consequences of the shot can pay off considerably 1 Bulletproof, 1 Cop, 1 Medic, 1 Miller, 4 Villagers 1 Godfather, 1 Mafia, 1 Marksman N/A
11 One-Shot Cops A setup with three one-shot investigatives and a mafia team that invalidates the Jack shot 1 Bozoman, 2 Jacks, 1 Photographer, 4 Villagers 1 Diva, 1 Grandpa, 1 Trancer N/A
11 Scum Planning A small scum hunting setup, with a Scumbag who knows his team but is focussed on staying alive 1 Martyr, 1 Medic, 1 Vanilla Cop, 5 Villager 1 Contingency Planner, 1 Spy 1 Scumbag
11 Triplecamp An expansion of Bootcamp with symmetry in investigatives and a lack of protectives 1 Lazy Tracker, 1 Polygraph, 5 Villagers, 1 Vanilla Cop 1 Godfather, 1 Mafia, 1 Ninja N/A
12 JacKing Off None of the power roles are counterclaim-able, but they are all particularly vulnerable 1 Jack, 1 King, 1 Miller, 1 Suspect Governor, 5 Villagers 1 Consigliere, 1 Hooker, 1 Paparazzo N/A
12 Multemplar The pair of Masons and Templars know each other with no other town power 2 Masons, 5 Shoguns, 2 Templars 3 Quacks N/A
12 Uncertainty Cop reports are unreliable, but give great info in the long run 1 Bomb, 1 Cop, 1 Doctor, 3 Millers, 3 Villagers 2 Consiglieres, 1 Grandpa N/A
12 What Ever Major Loser Brainwasher hopes to hit PRs but not one of the two Losers in this relatively vanilla setup 2 Losers, 1 Medic, 1 Vanilla Cop, 5 Villagers 1 Brainwasher, 1 Headhunter, 1 Mafia N/A
13 Power Villy 13 Town makes up for a low power level with a low number of mafia and special Villager roles 1 Announcer, 1 Bozoman, 1 Cop, 1 Martyr, 1 Medic, 1 Miller, 1 Paranoiac, 3 Sleepwalkers 1 Diva, 2 Mafia N/A
13 White Flag Mafia cannot properly bus when there are only two Jekylls remaining 10 Bombs 3 Jekylls N/A
15 3 Ninjas Walked Into A Bomb (wangabombs) Bomb/Ninja setup with the added flavor of two town roles that provide hard info and a gambling Sheriff 7 Bombs, 1 Medic, 1 Oracle, 1 Photographer, 1 Sheriff 3 Ninja, 1 Tagger N/A
15 Pair o' Brains Fun setup where there is high risk high reward in plays 1 Agoraphobe, 1 Cop, 1 Fortune Teller, 1 Medic, 7 Shogun 1 Anarchist, 2 Brainwashers, 1 Fixer N/A
15 Gerald A setup with two unique investigatives and several interactions between town and mafia power roles 1 Bulletproof, 1 Hypnotist, 1 Lazy Tracker, 1 Medic, 1 Sergeant, 6 Villagers 1 Headhunter, 1 Trancer, 1 Understudy, 1 Wannabe N/A
15 Pair o' Fixers Two Fixers have several options on who to fix, but all come with potential risks 1 Cop, 1 Emcee, 1 Fall Guy, 1 Medic, 1 Paranoid Cop, 2 Sleepwalkers, 4 Villagers 1 Busboy, 2 Fixers, 1 Trancer N/A
15 Solobombs Mafia can never guarantee the deaths of Bomb and Nervous Sleeper and comfortably bus their Ninjas 1 Bomb, 1 Medic, 1 Nervous Sleeper, 1 Parity Cop, 6 Solomen, 1 Surveyor 1 Diva, 1 Fixer, 2 Ninjas N/A
16 Fated Duo Strongmen can strengthen kills in four different scenarios, but their usage is limited 2 Agoraphobes, 1 Bulletproof, 1 Medic, 1 Rogue, 4 Sleepwalkers, 1 Tracker, 2 Villagers 1 Busboy, 1 Scout, 2 Strongmen N/A
16 iBern Fast-paced setup with a focus on Pyromaniac play 1 Bomb, 1 Nurse, 1 Paranoiac, 1 Parity Cop, 2 Sleepwalkers, 1 Soloman, 1 Suspect, 4 Villagers 1 Contingency Planner, 1 Godfather, 1 Pyromaniac, 1 Tagger N/A
16 Lizard RR off Discussion-based RR off setup with plenty of uncc'able roles 1 Coroner, 1 Governor, 1 Nurse, 1 Parity Cop, 1 Sergeant, 7 Villagers 1 Freezer, 1 Godfather, 2 Mafia N/A
16 Mason Relay Mason functions as the main investigative role with the help of roleblockers 1 Bulletproof, 1 Drunk, 1 Martyr, 2 Masons, 1 Nurse, 6 Villagers 1 Hooker, 1 Quack, 2 Strongmen N/A
16 Power Millers Mafia are forced to counterclaim power roles due to the Polygraph's investigation 1 Hunter, 1 Jack, 1 Medic, 6 Millers, 1 Polygraph, 1 Sleepwalker, 1 Surveyor 1 Busboy, 1 Headhunter, 1 Janitor, 1 Jekyll N/A
16 Shobombs Bomb/Ninja setup with the added interactions of Shogun and Soloman, leading to WIFOM in Shobomb claims 1 Bomb, 1 Cop, 1 Medic, 1 Miller, 1 Shogun, 1 Soloman, 6 Villagers 1 Godfather, 1 Mafia, 1 Ninja, 1 Tagger N/A
16 VIP Setup where gameplay changes significantly upon the death of the Speaker 1 Agoraphobe, 1 Cop, 1 Martyr, 1 Medic, 1 Secret Service, 1 Speaker, 6 Villagers 1 Graverobber, 1 Hooker, 1 Marksman, 1 Mole N/A
16 JacKing Off: Finishing Touch (the + version) Expansion of JacKing Off, adding the dynamic of Phantom and Jekyll 1 Jack, 1 King, 1 Miller, 1 Phantom, 1 Suspect Governor, 6 Villagers, 1 Witness 1 Consigliere, 1 Hooker, 1 Jekyll, 1 Paparazzo N/A
18 Convert Me, Corrupt Me, Control Me Corruptor tries to avoid converting Shoguns as Psychiatrist and Quack race for custody over who converts Killer 1 Bulletproof, 1 Cop, 1 Drunk, 1 Medic, 1 Psychiatrist, 8 Shoguns 1 Busboy, 1 Corruptor, 1 Hooker, 1 Quack 1 Killer
20 Basic20 Standard 20-man where a powerful mafia core prevents town's strong power roles from claiming early 1 Announcer, 1 Bulletproof, 1 Cop, 1 Martyr, 1 Medic, 1 Miller, 1 Paranoiac, 2 Sleepwalkers, 1 Suspect Governor, 5 Villagers 1 Busboy, 1 Godfather, 1 Hitman, 1 Hooker, 1 Mafia N/A
25 Pie25 Larger version of Basic20 with a stronger town where both sides need to strategize 1 Announcer, 1 Bodyguard, 1 Bulletproof, 1 Cop, 1 Governor, 1 Lamb, 1 Miller, 1 Paranoiac, 2 Sleepwalkers, 1 Soloman, 7 Villagers 1 Busboy, 1 Clown, 1 Godfather, 1 Hooker, 2 Mafia, 1 Marksman N/A

(Relatively) Untested Setups[]

For easier adding of setups without the need of as much playtesting.

Player Count Name Description Town Roles Mafia Roles Third-Party Roles
4 Two Time's The Charm Magician has two opportunities to kill Cop and usually must do so to win 2 Bulletproofs, 1 Cop 1 Magician N/A
6 Bozosnoops Zombie-based setup with two strong investigatives bearing unreliable results 3 Bozomen, 1 Detective, 1 Snoop N/A 1 Zombie
6 Catch The Assassin Scumhunt for the Assassin where the only meaningful info is provided by Tracker 1 Doctor, 1 Sleepwalker, 1 Tracker, 1 Villager 1 Assassin 1 Traitor
6 TMI Town, Kingpin, and Manipulator all want a different person condemned 1 Stooge, 3 Virgins 1 Kingpin 1 Manipulator
7 Hide & Seek A setup centered around night actions and mafia using their abilities sparingly 1 Agoraphobe, 2 Patrollers, 2 Sleepwalkers 1 Hooker, 1 Lurker N/A
7 JFK Assassination Classic hunt for the President with one-way communication between scum and risky gunplay 1 Arms Dealer, 3 Bombs, 1 President 1 Marksman, 1 Spy N/A
7 Vested Interests Two kills per night are neutered by a lack of coordination and multiple pierced claims 4 Bulletproofs, 1 Medic 1 Assassin, 1 Trancer N/A
7+ Mind **** Go crazy as you have nothing to go based on, but your own role. Oh! And watch out for the Third Parties! 2+ Random PR, 1+ Random Protector, 0+ Random Villiager 1+ Random Meeting Mafia, 0+ Random Non-Meeting Mafia 3+ Random Third Party
8 Civil Arms Small setup where mafia cannot hold guns 1 Arms Dealer, 2 Buffoons, 3 Villagers 2 Klutzes N/A
8 Saint, Feint, Restraint (And Bark) A setup where Tagger will know all the roles, getting rid of the randomness with Villagers Dog, Martyr, Saint, Stooge (x3) Tagger, Wannabe N/A
8 Visitation's Day Simple scumhunt revolving around the combination of Tracker and Patroller 1 Announcer, 1 Patroller, 2 Tourists, 1 Tracker, 1 Villager 1 Jaywalker, 1 Ninja N/A
10 ConPLEX Expansion of 5 Man Con Plan where scum must hunt for Manipulator before shooting the President 1 Grandma, 1 Medic, 1 President, 1 Suspect Governor, 1 Tracker 1 Contingency Planner, 1 Spy 1 Lover, 1 Manipulator, 1 Traitor
10 Drunken Ones Don't Speak Drunks work to prevent up to four kills per night but cannot know whether they blocked a kill or scum no-killed 1 Agoraphobe, 5 Drunks, 1 Vigilante 1 Cat, 1 Contingency Planner 1 Killer
11 Circum Town wants to protect Merlin at all costs, but mafia have the tools to get in their way 1 Cop, 1 Emcee, 1 Grandma, 1 Jailer, 1 Medic, 1 Merlin, 1 Pollster 1 Hooker, 1 Informant, 1 Mesmer 1 Lover
11 Counterterrorism Consigliere converting means mafia have access to two kills per night until they are sought out by Jack and Grandma 1 Grandma, 1 Jack, 1 Party Host, 5 Villagers 1 Busboy, 1 Consigliere, 1 Crook N/A
11 How to Pog as Marksman Variant of the original How to Play Marksman, with a few key differences in Bomb discouraging hipfiring and Rifleman 1 Bomb, 1 Cop, 1 Patsy, 1 Rifleman, 4 Villagers 1 Crook, 1 Godfather, 1 Marksman N/A
11 Stacked Court Hookers cannot communicate at night until they find and hook the Drunk 1 Drunk, 1 Prosecutor, 1 Stooge, 4 Villagers, 1 Weaver 3 Hookers N/A
12 B.O.B A weak mafia team is offset by scum learning all the power roles at the start of the game 1 Bishop, 1 Bulletproof, 1 Oracle, 5 Patsies, 1 Suspect 1 Clown, 1 Mafia, 1 Wannabe N/A
12 God Save the King Town can get up to three confirms, but cannot tell if Crook's overturn target is Traitor or not 1 King, 1 Patroller, 1 Sheriff, 6 Villagers 1 Crook, 1 Spy 1 Traitor
12 If You Wannabe My Lover Unique setup that explores the usefulness of Wannabe as a non-meeting Tagger 1 Delinquent, 1 Medic, 1 Miller, 1 Polygraph, 5 Suspects 1 Busboy, 1 Hooker, 1 Wannabe N/A
12 Talking on borrowed time Redirections from Phantom and bleed claims from Revenants allow the majority of town to talk on borrowed time 1 Medic, 1 Parity Cop, 1 Phantom, 6 Revenants 1 Hitman, 1 Paparazzo, 1 Sweeper N/A
12 Will the Naive Cops please sit down? Only Nurse and Oracle can give hard info until the real Cop gets a sided report 1 Cop, 6 Naive Cops, 1 Nurse, 1 Oracle 1 Godfather, 1 Informant, 1 Tagger N/A
13 Killing twice is twice as nice Mafia's 2KP is remedied by a high town:mafia ratio and three investigatives 1 Fruit Vendor, 1 Goof, 1 Jack, 1 Miller, 1 Polygraph, 5 Villagers 1 Godfather, 1 Klutz, 1 Paparazzo N/A
13 Psych Ward A setup distinct for having a self-aware Patsy and the combination of Insane Cop and Framer 6 Goofs, 1 Insane Cop, 1 Medic, 1 Patsy, 1 Psychiatrist 1 Corruptor, 1 Framer, 1 Mole N/A
13 Tax Law Associative tells can only be formed later on as Tax Collector gives Associates kill power 9 Stooges, 1 Villager 2 Associates 1 Tax Collector
13 The Flip Is A Lie WIFOM-heavy setup with a high number of false Detective reports 1 Auditor, 2 Bozoman, 1 Detective, 1 Medic, 1 Soloman, 4 Villagers 1 Diva, 1 Impostor, 1 Tailor N/A
13 TMI+ The mafia know the Stooge, the Manipulator knows the mafia, and the Lazy Trackers can learn the Manipulator/Stooge/Bruiser. 1 Bruiser, 1 Guardian, 2 Lazy Trackers, 5 Sleepwalkers, 1 Stooge 1 Kingpin, 1 Understudy 1 Manipulator
14 Housekeeping A setup which forces town to rely on information other than flips. 1 Armorer, 1 Auditor, 1 Phantom, 7 Tapiocas 1 Anarchist, 1 Marksman, 1 Sweeper 1 Traitor
14 Rampage OP roles on both factions and two kills per night make for a unique experience 1 Armorer, 7 Bruisers, 1 Bulletproof, 1 Lookout, 1 Stooge 1 Don, 2 Understudies N/A
15 Bomb Squad A setup that uses the combination of Busboy and Jekyll to kill Bomb instead of the traditional Ninja 1 Bomb, 1 Medic, 1 Miller, 1 Oracle, 1 Parity Cop, 1 Soloman, 5 Villagers 1 Busboy, 1 Jekyll, 1 Tagger, 1 Understudy N/A
15 Censorship Simple setup with regular play until the inevitable Speaker death where Coroner and Photographer must dig for info 1 Coroner, 1 Fruit Vendor, 1 Nurse, 1 Parity Cop, 1 Photographer, 6 Speakers 1 Godfather, 1 Janitor, 1 Mailman, 1 Understudy N/A
15 Cirque A variant of Circus where mafia have more control over their kill on condemn 1 Bulletproof, 1 Governor, 1 Jack, 1 Patsy, 1 Phantom, 1 Rifleman, 5 Villagers 2 Clowns, 2 Poachers N/A
15 Con, Con & Don Alignment reveal setup with ambiguity in bleed claims and a more mathematical approach 1 Coroner, 1 Lamb, 1 Medic, 1 Profiler, 6 Revenants, 1 Soloman 1 Con Man, 1 Contingency Planner, 1 Don, 1 Tagger N/A
15 Cultafia Chaotic setup where mass conversions can occur and town is threatened by a fast-growing Cult 1 Bishop, 7 Delinquents, 1 Psychiatrist, 1 Shogun, 1 Wiretapper 1 Yakuza 2 Cults, 1 Thorne
15 Seeing Double Named after the three lots of roles that see themselves as the same role (Tourist, Tracker and Busboy) this setup makes PRs especially counterclaimable. 1 Alcoholic, 1 Fall Guy, 6 Sleepwalkers, 1 Tourist, 2 Tracker 2 Busboys, 1 Hooker, 1 Scout N/A
15 Nervous Sleeping in Seattle Nervous Sleeper/Ninja setup heavily involving coordinated bussing and good teamwork 1 Emcee, 1 Guardian, 1 Lazy Tracker, 7 Nervous Sleepers, 1 Sergeant 1 Headhunter, 1 Ninja, 2 Understudies N/A
15 One Night Stand Scumhunt full of fun interactions, ranging from Hooker/Virgin, Vash/Marksman, and Vanilla Cop/Con Man 1 Medic, 1 Parity Cop, 1 Suspect, 1 Vanilla Cop, 1 Vash, 6 Villagers, 1 Virgin 1 Con Man, 1 Hooker, 1 Marksman, 1 Understudy N/A
15 Operation Overlord Agent and Overlord want to learn who the other is for when one is converted by Mason 1 Agent, 1 Mason, 1 Medic, 1 Miller, 1 Vanilla Cop, 5 Villagers 1 Hooker, 1 Mafia, 1 Marksman, 1 Quack 1 Overlord
15 Power Role Symmetry Power roles are all equally vulnerable to both Hitman and Strongman, allowing town fakeclaims to become a viable strategy 1 Agoraphobe, 1 Bulletproof, 1 Nervous Sleeper, 1 Oracle, 1 Soloman, 6 Villagers 1 Hitman, 1 Strongman, 1 Understudy, 1 Wannabe N/A
15 Reports Of My Death Were Greatly Exaggerated Scumhunt-heavy setup where both alignments are challenged into creative fakeclaims and good PR usage 1 Cop, 1 Crier, 1 Medic, 1 Miller, 1 Sergeant, 1 Surveyor, 5 Villagers 1 Godfather, 1 Hooker, 1 Janitor, 1 Mesmer N/A
15 Right of Way Tourists want to avoid visiting Seer and Grandpa and Jaywalkers want to avoid visiting Paranoiac 1 Bulletproof, 1 Hunter, 1 Paranoiac, 1 Seer, 2 Tourists, 5 Villagers 1 Grandpa, 2 Jaywalkers, 1 Strongman N/A
15 Save Me, Shoot Me, Strong Me Named after dynamics present in the setup, town must scumhunt without an investigative or protective 1 Bulletproof, 1 Hangman, 1 Lamb, 1 Miller, 1 Phantom, 1 Rifleman, 5 Villagers 1 Mafia, 1 Marksman, 1 Strongman, 1 Understudy N/A
15 Snow White and the Two Klutz A setup where Fruit Vendor acts as the main investigative 1 Fall Guy, 1 Fruit Vendor, 1 Medic, 1 Polygraph, 1 Surveyor, 6 Villagers 1 Con Man, 2 Klutzes, 1 Mafia N/A
15 SSSS A scumhunt with four mafia roles starting with the letter 'S', mafia can deny the abilities of three town power roles 1 Agoraphobe, 1 Jack, 1 Medic, 1 Oracle, 1 Sleepwalker, 1 Suspect, 5 Villagers 1 Saboteur, 1 Scout, 1 Strongman, 1 Sweeper N/A
15 Vest Recall Saboteur gives mafia their kill power, while Anarchists mess with the Auditor's investigations 1 Auditor, 6 Bulletproofs, 1 Drunk, 1 Patsy, 1 Polygraph, 1 Soloman 2 Anarchists, 1 Saboteur, 1 Understudy N/A
15 Will the Real Miller Please Stand Up Naive Cop can function as a relevant power role, being able to confirm its sanity to Tapioca and tricking mafia into believing a Fixer usage was successful 1 Cop, 1 Fortune Teller, 1 Fruit Vendor, 1 Naive Cop, 1 Tapioca, 6 Villagers 1 Fixer, 1 Informant, 1 Mafia, 1 Understudy N/A
16 Bombalang Thorne is unable to shoot Bombs unless Medic protects them, forcing them into killing town PR's or scum 7 Bombs, 1 Medic, 1 Oracle, 1 Profiler, 1 Soloman 1 Jekyll, 2 Ninjas, 1 Tagger 1 Thorne
16 Conversionary With a focus on conversion between Mason, Cult, and Yakuza, one player could be converted up to three times 1 Announcer, 1 Arms Dealer, 1 Detective, 1 Mason, 1 Medic, 1 Shogun, 4 Sleepwalkers, 2 Templars 1 Diva, 1 Yakuza 1 Cult, 1 Fool
16 Gabriel (Gun Runners) A setup with rampant gunplay and where the identity of the shooter should be given consideration 1 Arms Dealer, 1 Fruit Vendor, 1 Medic, 1 Parity Cop, 1 Patsy, 6 Villagers 1 Godfather, 1 Klutz, 1 Marksman, 1 Thief 1 Manipulator
16 Hit Me Busboy One More Time A basic setup that explores the interplay of Vash, Paranoiac, Hitman, and Understudy with four cc'able power roles 1 Emcee, 1 Medic, 1 Miller, 1 Paranoiac, 2 Sleepwalkers, 1 Tracker, 1 Vash, 4 Villagers 1 Busboy, 1 Hitman, 1 Scout, 1 Understudy N/A
16 Lazy Burn Setup that is sped up by Pyromaniac play and town's ability to garner multiple confirms 1 Announcer, 1 Lazy Tracker, 1 Medic, 1 Oracle, 4 Sleepwalkers, 1 Tourist, 3 Villagers 1 Busboy, 1 Jaywalker, 1 Ninja, 1 Pyromaniac N/A
16 Outlaws Scumhunter that revolves around two slow investigatives 1 Hangman, 1 Idol Hunter, 1 Medic, 1 Parity Cop, 1 Patsy, 7 Villagers 1 Godfather, 2 Klutzes, 1 Marksman N/A
16 Vested Vestige Tailor-centered setup where suits can heavily impact townplay 1 Cop, 1 Lamb, 1 Martyr, 1 Medic, 1 Patsy, 1 Rifleman, 1 Surveyor, 5 Villagers 1 Godfather, 1 Hitman, 1 Mafia, 1 Tailor N/A
16 Tailor's Apprentice Tailor handing out suits can stir confusion in town, and scum can double this when Tailor dies through Understudy 1 Auditor, 1 Fall Guy, 1 Party Host, 1 Revenant, 1 Surveyor, 7 Villagers 1 Counterfeiter, 1 Mafia, 1 Tailor, 1 Understudy N/A
17 So many ways to die Nine ways to die result in Pacifist being able to win quickly as both factions come together to take it down 1 Hangman, 1 Martyr, 1 Phantom, 1 Stooge, 1 Suspect Governor, 1 Suspect Mind, 6 Villagers 1 Freezer, 1 Interceptor, 1 Mafia, 1 Marksman 1 Pacifist
19 Assassin Exists to be Bussed Understudies want to condemn Assassin to earn them up to three kills per night 1 Bulletproof, 1 Candle, 1 Jack, 1 Nurse, 1 Party Host, 1 Patsy, 8 Villagers, 1 Virgin 1 Assassin, 3 Understudies N/A
19 Dude, Where's My Vest Mafia relies on Saboteur for their main source of kill power, thus keeping it alive is extremely important 9 Bulletproofs, 1 Handyman, 3 Vashes, 1 Veteran 1 Busboy, 1 Hitman, 1 Saboteur, 2 Understudies N/A

Pageless Setups[]

For easier adding of setups without the need of a long description, or as much playtesting

Player Count Name Ratio [T:M:3P] Non-default Settings Description Setup Code Town Roles Mafia Roles Third-Party Roles
3 Quickdraw 2:1 Host role-selection, No deck, Daystart Host chooses bomb. Two players race to shoot each other. Made by Frenchie and JustinianInfinite. 4a1b86a1b10a1
4 Bombguns 2:1:1 Informed Daystart Scum makes reads, town misdirects. Variant - RR Off, replace w/ Marksman. 4a1b1539825403a1b42a1b201a1
6 Assassination Day 4:2 Heavily random but unique scumhunter. has a description by sg4e. 75a1b98a1b3a3b47a1
7 Carbon-14 5:2 Informed Daystart Standard Mafia variant with Naive Cop. 75a2b7a1b33a1b57a3
7 Chads and Losers 5:2 by gurdragh. Replace villagers with Virgins as a variant. Similar to GnH, but more townsided. 19a1b7a1b69a1b1558930946a1b58a3
9 Armed and Dangerous 6:3 Informed Daystart CC-testing setup with AD. 19a1b5a1b7a1b73a1b69a1b75a1b57a3
9 Manhunt 6:2:1 Uninformed Daystart Day 1 is No-Condemn for Jailer. Killer and Spy want to work together. 56a1b87a1b98a1b20a3b24a1b322a1b323a1
9 Open setup 6:2:1 Small setup where none of the town PRs are very ccable. 59a1b1539915457a1b47a1b1540344996a1b87a1b106a1b57a3
11 Shaman setup 11 7:3:1 Janitorial variant. Mafia/Shaman-sided due to d1 Mylo. Add 1 Villager for 12-player, more balanced version. Made by jimera0. 7a1b69a1b72a1b75a1b31a1b32a1b36a1b107a1b57a3
12 Triplecamp + Weaver 9:3 Triplecamp variant. Starts with night, unlike regular Triplecamp. Weaver is there to confirm Sleepwalkers. 324a1b65a1b1565223000a1b75a1b1565630670a1b45a5b1565316812a1b1568391955a1

Extraneous Rules Setups[]

Setups requiring some level of co-operation between the host and the players.

Collections[]

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