Aleatoire

The aleatoire game mode is a variation on the default game that was created by Metacity and balanced / added by woffle. It focuses on disguised roles or roles that are unsafe to kill, featuring two cursed villagers at 8p, a vengeful ghost at 9p, an amnesiac and hag at 12p, an assassin at 13p, and a time lord at 20p.

Aleatoire also features modified shaman totem chances; they can now get death (20%), protection (40%), silence (10%), desperation (5%), pestilence (5%), or retribution (20%).

Roles

 * 8p: wolf, traitor, seer, shaman, cursed (x2)
 * 9p: vengeful ghost
 * 10p: wolf (2), gunner
 * 12p: hag, guardian angel, amnesiac
 * 13p: assassin
 * 14p: turncoat
 * 15p: werecrow, augur, mayor
 * 17p: wolf (3), hunter
 * 18p: vengeful ghost (2)
 * 20p: wolf cub, time lord
 * 22p: sorcerer, assassin (2)

Strategy
Aleatoire punishes bad intuition much more harshly than default mode on both teams - there are few truly "safe" villager kills in this mode. With vengeful ghosts and assassins lurking around every corner, all players' reads on the other team's power players must be on point, lest they risk unleashing devastation on their own team.

Due to the increased frequency of powerful totems for the shaman, they are the most influential village power role until the augur appears at 15p. On the other hand, the seer is a less reliable source of information due to the increased number of cursed villagers. A common mistake in this mode among those familiar with the default game is to claim first as shaman. Instead, they should be staying hidden in the shadows, protecting the seer and other important players with totems while the safes narrow down the board. You may have to step up as lead safe while playing seer or guardian angel, and be fine with leading in such an uncomfortable position.

Juggling safe claims can be trickier in aleatoire. Be very careful about who you trust and how much information you relay. Templates that are traditionally "safe" such as the assassin can sometimes appear on the wolf team; many a game has been lost to a rogue hag infiltrating an inexperienced safe channel. Due to the importance of every safe role in this mode, it's often best for the gunner (who appears earlier in this game mode) to claim. But even that is unreliable to count on happening on a game-to-game basis - wolves may very well steal that gun, or a stray n1 death totem from the powered-up shaman could have removed that gun for good. Once again, do not be afraid of stepping up in roles where you normally wouldn't, to bring direction to a confused village waiting helplessly for the gunner to lead them to victory.

Wolves need to be aware of a few key things in aleatoire. Because of the shaman's increased power, many shamans will give beneficial totems to themselves on the first night. If the recipient of a totem stays quiet after a safe claim and only comes back to vote, you can almost be assured that they are the shaman, and snipe them out of the game. It's also much more important to "play the channel" well during the day in the presence of a gunner. The village team will almost assuredly have to make one read (lest they risk wasting the second bullet), and diverting suspicion from yourself by blending in with the villagers is a good way to make them waste that bullet.

For both teams, note that you can coordinate with an allied vengeful ghost in-channel for double kills when the time is right. In these cases, communicate with your team's lowest-priority member (the lead safe for villagers, or a regular wolf/hag for wolfteam). For village team, this is important if the shaman or hunter is performing a night kill to not perform redundant kills. For wolfteam, they should pay attention to the numbers game, and only risk themselves when a double kill would bring them to victory. Ideally, they should also wait until the guardian angel and/or shaman die and can no longer protect their targets.