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Hi-Roller's C9

Page history last edited by Kaivêran 6 years, 6 months ago

     The correct title of this page is Hi-Roller's C9++. The correct name cannot be displayed due to technical restrictions.



Hi-Roller's C9++ is a 15 player semi-mystery setup developed by Kaivêran, that has by far the largest number of possible variations; it may be thought of more accurately as a system for generating games. Everyone knows the possible roles, but nobody knows which of those roles (if any) they will get. It can generate anything from a Vanilla Game to a power-loaded role madness game with a Serial Killer. As such, it is almost infinitely replayable.


The setup is very complex, but the basic principle is that the more power the Town is given, the more powerful the anti-town roles (Wolves-Killer) become in response. Here is a summary of how the system works:

  • At the start of the game, 2 random numbers are generated.
    • The first number determines the number of draws the town gets for power roles; higher numbers mean more/better blues. Lower numbers obviously decrease the number of roles the town could have, but in exchange, the wolves are weakened as well. This could mean slightly weaker roles or even fewer members.
    • The second number is compared with a threshold, specified by how many draws are allowed, to determine whether or not there is a Serial Killer, and what powers the SK is granted (if any.)
  • Second, the mod draws for letters that determine the powers the town is given, however many times specified by the first step.
    • I stands for “Investigators”. The more Is, the more investigative power the town has – roles that discern information about players.
    • D stands for “Defenders”. The more Ds, the more protective power the town has – roles that protect others from death or otherwise discourage attack.
    • K is for killing roles, M is for Mason-type roles, B is for blocking roles, R is for "reserve" (backup) roles, and J is for "Jack-of-all-Trades" (multipurpose) roles; each working similarly to the above.
  • There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system).

This setup has a ~35% overall chance of generating a Serial Killer, and an exact 50/50 split on generating 3 wolves vs. 4 wolves.


As of TWG 90's end, this setup is considered retired due to balance-affecting flaws in the game, pending a new version that fixes these issues. We'll see you again soon.





  • This setup starts on a Day 0, to prevent a potentially large volume of kills (SK, Vigi, Wolf) from throwing off the game balance early, and to make sure everyone has a hand in their own destiny.[2]
  • Players may vote for No Lynch as per above, and also retract their votes (unvote).
  • The Wolves must specify one wolf to make the kill each night. This wolf can still use any active role abilities it has, but if roleblocked, both actions are canceled.
  • Guardians and Wizards prevent one night kill each.
  • Kills are indistinguishable – do not use varying flavor for Wolf, Vigilante and/or Serial Killer night kills.
  • Failed kills should not be announced in any form.
  • If a player uses a 1-Shot power and is roleblocked in the same night, the power is still consumed.


Using random.org, fetch 2 random numbers from 1-200, repeating permitted. The first number determines the setup as follows.

Setup Number Number of Town Draws Wolf Team Composition Serial Killer Threshold (Chance) Serial Killer Power
1-10 0 Wolf, Wolf + N0 Mark 200 (0%)



11-20 1 Master Wolf, Wolf x2 150 (25%)
21-35 2 Master Wolf, Wolf Lancer, Wolf 175 (12.5%)
36-55 3 Master Wolf, Wolf Roleblocker, Wolf 110 (45%)



56-75 4 Master Wolf, Wolf Seer, Wolf Lancer 140 (30%)
76-100 5 Master Wolf, Wolf Seer, Wolf Roleblocker 170 (15%)
101-125 6 Wolf Roleblocker, Wolf x3 80 (60%)



126-145 7 Wolf Seer, Wolf Lancer, Wolf x2 120 (40%)
146-165 8 Wolf Seer, Wolf Roleblocker, Wolf x2 160 (20%)
166-180 9 Master Wolf, Wolf Roleblocker, Wolf Kidnapper, Wolf 50 (75%)



181-190 10 Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Lancer 100 (50%)
191-200 11 Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Kidnapper 150 (25%)

The second number generated is checked against the Serial Killer threshold specific to the result that was rolled by the first. If the 12th number exceeds the threshold, add a Serial Killer.


The Serial Killer's powers are determined by the tier as follows:

  • TIER 1: 1-Shot Stealth Kill
  • TIER 2: 1-Shot Stealth Kill, 1-Shot Omnibane
  • TIER 3: Tracker OR Watcher Immunity (Toggle), 1-Shot Omnibane + 1 Variable Power
  • TIER 4: Tracker AND Watcher Immunity, 1-Shot Omnibane + 2 Variable Powers


Variable powers are awarded based on the roles generated in the next step.


X random numbers are generated (from 1-200 again), where X is the number of draws allotted to the town in the previous step. Each number is turned into a letter as follows:

  • 1-40 = I
  • 41-80 = D
  • 81-120 = M
  • 121-145 = B
  • 146-170 = K
  • 171-185 = R
  • 186-200 = J

Then, insert power roles into the setup depending on how many of each letter are generated. For example, when looking at the "D" list, look at how many Ds you received in the lookup table below. If you get no Ds, do not add any roles from the D list. If I get three Ds, look at where it says Dx3 and add the corresponding power roles into the game (in this case, add a Guardian and a 1-Shot Guardian.)

Any "Variable Powers" assigned to the Serial Killer as per the previous step are based on the one or two most numerous letters drawn out of I, D, B, or K, as follows;

  • I = Investigation Immunity
    D = 1-Shot Juggernaut
    B = Strong Will
    K = Extra Omnibane

No other categories of roles are factored in. If there are ties (including at 0), they are broken in the order I>K>D>B.


x1 = One-Shot Seer OR Tracker (determined randomly)
x2 = Seer OR Tracker, One-Shot Seer
x3 = Seer, Tracker
x4 = Seer, Tracker, One-Shot Seer OR Seer x2
x5 = Seer, Tracker x2, One-Shot-Seer OR Seer x2, Tracker
x6 = Seer, Tracker x2, One-Shot Seer x2
x7 = Seer x2, Tracker x2, One-Shot Seer


x1 = 1-Shot Guardian
x2 = Guardian OR Watcher
x3 = Guardian, One-Shot Guardian
x4 = Guardian, Watcher OR Guardian x2
x5 = Guardian, Watcher, One-Shot Guardian
x6 = Watcher x2, One-Shot Guardian x2
x7 = Guardian, Watcher, One-Shot Guardian + Guardian OR Watcher

BONUS: Wizards!
If any of the following combinations appear, flip a coin. If heads, use these roles instead of the corresponding D/E roles (Exception: Dx2,Ex2 always adds the Wizard.)

Dx1, Bx1 = Wizard
Dx2, Bx2 = GUARANTEED Wizard
Dx3, Bx3 = Wizard x2


x1 = Saint OR Good Neighbor
x2 = Mason x2
x3 = Mason x2 + Saint OR Good Neighbor
x4 = Mason x3
x5 = Mason x3, Good Neighbor OR Mason A x2, Mason B x2
x6 = Mason A x2, Mason B x3 OR Saint, Mason A x2, Mason B x2 


x1 = One-Shot Roleblocker
x2 = Roleblocker
x3 = Roleblocker, 1-Shot Roleblocker
x4 = Roleblocker x2
x5 = Roleblocker x2, 1-Shot Roleblocker
x6 = Roleblocker x3


x1 = Kamikaze OR One-Shot Vigilante
x2 = Vigilante OR Kamikaze, One-Shot Vigiliante
x3 = Vigilante, Kamikaze OR Bodyguard
x4 = Vigilante, Kamikaze x2 OR Bodyguard, One-Shot Vigilante
x5 = Vigilante, Bodyguard, Kamikaze
x6 = Vigilante, Bodyguard, Kamikaze x2 


x1 = One-Shot Backup
x2 = Morph
x3 = One-Shot Backup, Morph OR Universal Backup
x4 = Universal Backup, One-Shot Backup
x5 = Universal Backup, Morph 


x1 = Inventor
x2 = Mage
x3 = Inventor, Mage OR Elemental
x4 = Mage, Elemental


Once all this is done, add a number of Vanilla Townies so that the game contains 15 players.

Note that the original "T" letter ("C" in the early version), which originally denoted drawing no power in a space, still exists as a "ghost category" for the Wolf Seer and Oracle. Think of the first step in generating the setup as forcing a certain amount of Ts to be in the setup. Thus, the Wolf Seer getting a Serial Killer result is signified by T (since that category used to directly influence anti-town roles), and when an Oracle requests to know the number of Ts in the setup, she is really going to find out how many power draws the town got. 



To prevent funny business, and also explain all the roles. See here for a listing.



  1. Power Copying (Reserve roles, all simultaneously)
  2. Redirection
  3. Blocking
    • Wizard
    • Wolf Roleblocker
    • Human Roleblocker
  4. Protection
    • Guardian
    • Wizard
    • Bodyguard
    • Banes
  5. Miscellaneous
    • Wolves
    • Humans (In the case of multiple vigi killers, they are ordered randomly.)
    • Serial Killer
  7. Investigation


    • Vanilla Human
    • 1-Shot Seer
    • 1-Shot Guardian
    • 1-Shot Wizard
    • Saint
    • Good Neighbor
    • 1-Shot Roleblocker
    • 1-Shot Vigilante
    • 1-Shot Backup
    • Inventor
  • BLUE
    • Seer
    • Tracker
    • Guardian
    • Watcher
    • Kamikaze
    • Vigilante
    • Bodyguard
    • Mason
    • Roleblocker
    • Wizard
    • Spirit Morph
    • Universal Backup
    • Mage
    • Elemental
    • Serial Killer
  • RED
    • all wolves.




To make things easier for others who wish to host this setup, I have compiled some preset generation tools, which can be found here.


  1. Even if an insta-lynch happens Day 0, the game will not progress to night until all power choices have been made.
  2. For a more detailed explanation of the logic behind this choice, see here: https://last-life.net/forums/viewtopic.php?f=9&t=6157#p290528

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