Cry n' Voodoo Strategy v0.1


SUBMITTED BY: Guest

DATE: Nov. 17, 2014, 2:17 a.m.

FORMAT: Text only

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  1. Like most other Cry setups, you talk and wait for a "crier line" to lynch a scum. No cc's, just act natural. The town is given three chances to lynch a voodoo lady... assuming the curse doesn't take anyone by then. Heh, heh, heh.
  2. **Virgins**
  3. This role is basically the villager for this setup. Act as you would do if you were a villager in other cry setups. On Day 2 and afterwards, balance your talking. Stay silent enough to avoid getting voodoo killed, but talk enough to avoid being scum.
  4. **Sheriff**
  5. You're the non-Crier power role for this setup! Congratulations. Act as a part of the town, and like others, beware the voodoo lady(ies). If the crier line says to lynch you, immediately shoot the "Shot Target" that comes right after your name, and wait for a relynch line.
  6. **Town Crier**
  7. Look, you're a namesake! You're a Town Crier. Your job is to lead the town anonymously. Remember to talk without cry regularly in order to avoid being killed/cursed by the mafia, and when you feel confident about a scum to lynch, out it in a crier line! Format for crier line in Cry n' Voodoo is: Lynch > Shot; Relynch. Order your suspicions accordingly.
  8. **Voodoo Lady**
  9. Look, you're the other namesake! Except you're an evil murderer practicing bloody rituals. Don't blame me. Your job is, as a standard in basically every mafia game, is to *not. look. scum.* If town mislynches a virgin, you cannot kill, however you can each curse a person with a 4+ letter word that will kill them if they say it the next day. Your job is to try to influence your curse victim to say the word you cursed. Unless your partner dies, it's the only way you can get a kill.

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