Quick winning principles
- Merlin: never vote perfectly—introduce one 'mistake' per game.
- Percival: react identically to both Merlin candidates until mission 3.
- Assassin: track who looks away when evil wins, not who celebrates.
- Good players: propose teams that force evil to self-identify through rejects.
Ideal strategy
- 1
Merlin camouflage: approve one evil team in missions 1-2 to break perfect-vote tell; assassin hunts consistent approvers.
- 2
Percival decoy: ask both Merlin candidates identical questions; real Merlin answers with slightly more hesitation.
- 3
Assassin endgame: target the player who gives the most information in discussions but votes 'wrong' once—classic Merlin pattern.
- 4
Evil fail timing: same as Resistance but assassin must preserve one evil player for final mission fail.
- 5
Lady of the Lake: pass to players who approved failed missions to confirm evil—not to confirmed good.