The mudkip game mode adds a new role at every player count, and offers numerous opportunities for wolves to confuse and mislead the otherwise powerful village long enough for them to snatch a win.
This mode features a few changes from default and other modes, the most notable of which is a modification on how lynching works. Normally, you must have a majority vote in order to successfully lynch someone, and should day time out with a tie, nobody gets voted. In mudkip, day ends immediately once everyone votes (whether or not there is a tie). The person with the plurality of votes is lynched, and should there be a tie, all tied players are lynched simultaneously (with a minor exception that you cannot form a suicide pact and lynch all players - this will result in the day ending with no vote).
The mode has a weight of 1, meaning it can show up rarely in the default rotation, and plays from 5 to 15 players.
- 5p: investigator, insomniac, wolf, cult leader
- 6p: guardian angel
- 7p: jester
- 8p: shaman (50% pestilence totem, 50% death totem; will always receive death totem on the first night)
- 9p: doomsayer
- 10p: vengeful ghost
- 11p: wolf (2)
- 12p: priest
- 13p: wolf shaman (50% protection totem, 50% misdirection totem)
- 14p: amnesiac
- 15p: succubus
- 16p: assassin
- 17p: dullahan
In low player counts (before doomsayer comes in at 9 players), the wolf team needs to take an active role in order to have a chance at winning. Pretending to be the investigator to sow confusion may be an effective strategy, and a clever cult leader can make use of the lynch changes to force a tie between themselves and some village member, thus bringing the wolf much closer to achieving victory. The village team needs to read for clues to determine who is legitimate, as well as attempt to figure out who the wolf is most likely to kill each night (so the guardian angel can successfully guard them).
Once doomsayer comes online, the village needs to be on the lookout for who the doomsayer might turn into wolf. For example, if totems suddenly stop appearing, then the shaman was turned. It should be the village priority to get doomsayer dead as soon as possible, which may be difficult with the jester attempting to get lynched instead. Once priest comes online at 12 players, blessing the investigator is usually the right move, but blessing is not infallible as long as doomsayer is alive or if vengeful ghost is taking revenge on the village. If the doomsayer suspects someone is guarded or blessed, they should see the target first to determine their doom, and should they be dying due to the vision, the doomsayer and wolf can target them with their regular kill to help ensure they die despite being blessed or guarded by the guardian angel.
Both teams should pay careful attention to who received totems. Since the shaman only has pestilence or death, if the wolves see someone received a totem and did not die that night, it is saying that the shaman likely trusts the recipient and believes them to be worth protecting. While killing that person the next night would be a bad idea in most cases (as it would prevent killing the night after), it sends a signal to wolves to watch out for that person and perhaps kill at the earliest opportunity. Pestilence does not affect deaths caused by doomsayer's visions. On the flip side, the wolf shaman wants to give out totems to wolf team half the time and who they believe to be special villagers half the time. By carefully reading what was said during the day, it may be possible to determine if the wolf shaman's totem recipient is more likely to be wolf team or someone wolves suspect to be a special villager.