Eh. The main difference in F11 is that half the time the setup won't have power roles, so the Goon has a chance in the resulting Vanilla game. In the setup with both power roles, it's probably a little worse for the Goon going into Night (less chance of hitting the Cop, one extra mislynch for the town). ItFlay wrote:I think someone worked out an actual optimal strategy for that, but I don't recall it offhand. Faster game, but more random; I think F11 provides enough cover for a lone Goon to pull it out, at least occasionally.
feels
a little better, though, because in the Pie E7 worst case, town has a forced win (D1 RB lynch, Cop and Doc both survive the night), while in F11 the scum still has some faint hope (I think). The extra townies hurt the town in that specific scenario (but overall, the EV is better for the town entering N1, if they have both power roles).All that said, I've never had a problem with that aspect of Pie E7. The value of the RB means that the scum should play to make sure the RB stays alive, which potentially gives more grouping-tells, which makes for a better game. If the town hits the RB D1, it's because the scum played poorly (or because the town played really well); I'd guess the fact that more RBs were lynched than Goons on D1 is a result of the small sample size.
SensFan: It's worth noting that the Goon can't fake claim in F11 either, *even if there are no power roles* (again in the case where the RB was lynched D1), because no Doc will claim and the town will realize they aren't in the both-power-roles setup. (Correct play in F11 is for the Cop to come out D2, if there is one, and then for the Doc to come out D3, if still alive. This ensures that the Cop survives to the endgame, and confirms the Doc even if the Cop hasn't investigated him, and catches lying scum if he fakes in a no-power-role setup.)