Driver strategy: how to protect the right person
How the Driver decides in the Getaway: what the Moles see, whom to protect and why you do not have to protect the Contact.
The Driver has a single moment, but it is the one that ends the game. In the Getaway he secretly picks one person to protect (or nobody). If the Moles accuse that person, the accusation is void and the Crew escapes. He cannot protect himself.
What exactly happens
- The Moles and the Snitch have one joint accusation: the plurality of marks wins; on a tie, chance decides between the tied.
- If the accused is the person you protect, the Crew wins.
- If the accused is the Contact and unprotected, the Moles win.
- If it is anyone else, including another Mole, the Crew escapes and wins.
Do not protect the Contact: protect who they will mark
The Driver does not know who the Contact is. What decides it is the person the Moles will accuse, and that is the one who looks like the Contact in their eyes. Think like the Moles: who voted with odd confidence? who steered the proposals?
Look at what the Moles see
The Moles only have the public information and what their role gives them: votes, teams and results. Review the vote history and ask yourself whom you would point at if you were a Mole. The Moles see how many teammates marked each person, so they will converge fast on whoever looks obvious.
Plain Crew and the decoy screen
Everyone else sees the same marking screen, with no effect. Do not read that screen as information: their mark does not count, it only hides who is acting.
Protecting nobody
You can protect nobody, but it rarely pays: if the Moles guess right, they win. Marking yourself counts as protecting nobody.
Before the Getaway
During the game you are just another Crew member. Use it to observe: what you see will help you in the last decision. Do not say you are the Driver: a Mole who knows it knows the most obvious accusation might be protected.
Put it into practice
The best way to learn is to play a game.
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