Originally Posted by
cha_n
Iseng googling
Okay, so the BEST village strategy EVER:
1) The HEALER must heal him or herself on the first night. This ensures the healer is alive on day one, and everyone in the village will know that.
2) The SEER must reveal him or herself on the first day, immediately upon awakening, assuming they have not been killed. (WEREWOLVES have only a 1/10 or 1/9 chance of successfully killing the SEER randomly on the first night, so in the vast majority of games, the SEER is still alive.) There should be no discussion, no thinking, the SEER must simply REVEAL their identity. They should also say what they learned in the night (who they investigated, and what they found out.) At this point, one of two things will happen: Someone else will claim to be the SEER, or no one else will claim to be the SEER. If no one else claims to be the SEER, no problem, the village trusts the SEER. (Keep the other option in mind for a moment, we’ll come back to it)
3) At this point, the OTHER VILLAGERS should accept that this is the real SEER and trust all information the SEER provides for the rest of the game. The SEER becomes a de facto leader of the village. The VILLAGERS can advise the SEER on who to investigate based on their suspicions.
4) The HEALER must heal the SEER every single night, no matter what.
5) If the VILLAGE attempts to lynch the HEALER, the HEALER should out themselves as the healer only as a last resort if it looks like they are going to lose the vote. They should plead not to be lynched, hopefully save themselves from the lynching, and then alternate between healing themselves and the SEER randomly each night, thwarting WEREWOLF efforts to get one of them and prolonging the number of rounds the seer has to investigate.
6) The SEER must reveal what they found out straightaway every single day, no matter what. The VILLAGE should reseat itself, for visual clarity: safe “investigated” players who are proven villagers sit together with the SEER, uninvestigated/unsafe players sit together awaiting their fate.
7) If the WEREWOLVES got the SEER on the first night, then normal Werewolf odds apply. This would be 100% effective if the SEER couldn’t’ be killed on the first night; averaging normal village success rates (~55%) with the perfect success rate at the right weights (90% of the time the SEER isn’t killed the first round) results in a success rate of 95.5% for villagers under this strategy, NOT allowing for awesome and unlikely Werewolf counterstrategy. Which goes as follows…
If a VILLAGE plays this way, the WEREWOLVES have only a few viable strategies to stop their inevitable discovery and lynching.