Masquerade is a game mode featuring role sets, where the players are not fully aware of exactly which roles are in the game at the time it starts.
Tragedy has struck at the village's yearly masquerade ball when someone was found dead with numerous bite and claw marks. Some of the partygoers were talking about how they could live a carefree life with the werewolves if they could only cut ties with the village, so the village suspects that one of the werewolves was trying to speed up that process. Given the security at the ball, the culprit must have been one of the attendees. Armed with a register of everyone invited, the village gets together later to do what they do best—lynch some werewolves. The only slight problem is not everyone invited actually attended the ball, and with everyone wearing masks nobody knows exactly who was there and who was not. The werewolves will surely use this to their advantage to evade detection.
This mode features role sets, in which one of two roles will be chosen to be in the game, but the players are not told which. For example, "guardian angel/vigilante" at 7 players means that either a guardian angel is added at that player count, or a vigilante is. When a second one is added at 13 players, the other one is chosen (so 13 players will always have one guardian angel and one vigilante). !stats will reflect the uncertainty of role sets by stating that there may be 1 of either.
This mode also features the wild child role. The wild child chooses an idol during the first night. Should their idol die, the wild child turns into a wolf. The augur will see the wild child with a blue aura before they turn, and a red aura after they turn, so the augur cannot fully trust their visions at first. Meanwhile, the seer that might be added at 10p always sees the wild child as wild child, regardless of whether or not they've turned.
- 6p: augur, wolf, wild child
- 7p: guardian angel/vigilante
- 8p: wolf (2)
- 9p: amnesiac
- 10p: seer/village drunk, wild child (2)
- 11p: gunner
- 12p: werekitten
- 13p: guardian angel/vigilante (2)
- Note: this will always select the option not chosen at 7p, so there will be one guardian angel and one vigilante.
- 15p: sorcerer
- 16p: shaman/wolf shaman
- 18p: detective, wolf (3), amnesiac (2)
- 20p: gunner (2), fallen angel
- 21p: crazed shaman
- 24p: priest, vengeful ghost, wild child (3)
For the village team, the vigilante should be careful about who they shoot at night when there are 9 or more players, even if the augur sees them with a red aura. It is possible that the augur saw an amnesiac (and therefore saw what the amnesiac would turn into, despite them still being a villager for now), or a sorcerer at 15p. With the large number of wild children in play, the vigilante being able to kill at night is important to keep the wolf numbers low so they can't overtake the village for a relatively easy victory. If vigilante is not in play, guardian angel should help protect the augur and seer so they can gain additional information about who may be wolves or wild children.
For the wolf team, they can exploit the uncertainty of role sets by pretending to be a role that does not exist. This is easiest at 16p if a wolf shaman is added instead of a regular shaman, but care must be exercised due to how easy it is for the augur, seer, or detective to tell the two apart. Beyond that, attacking targets most likely to be chosen as idols by the wild children is a good idea when the wolves have no other information to go by, in order to bolster their numbers.