In a roster-based voting system based on plurality (people with the most votes on them are lynched), a Tied Lynch is a scenario often sought or avoided depending on the current host's rules governing the situation.

Why does it matter?

Many hosts favour the "no-lynch" approach for ties on Day 1. Other hosts pick a random party within the tie to lynch, while others yet will opt to publicly kill them all. The differences at first glance seem obvious, but in game theory many situations tend to favour the Innocents at the beginning of a game (allowing them extra time to gain information), but push the odds overwhelmingly in favour of the Mafia in the endgame (allowing them to avoid a lynch and gain majority through the nightkill).

Typical rules

The following is a list of rules which can be found in previous games, ordered by frequency (most common first).

  1. Day 1 a tie results in no lynch. Following days, a tie lynch results in a random player (within the tied ones) being lynched.
  2. Day 1 a tie results in no lynch. Following days, a tie lynch results in all tied players being lynched.
  3. Any day, a random player in the tie is lynched
  4. Any day, each player in the tie gets a separate coinflip (Less common, but recently favored by hosts as it allows any outcome between no lynch and all lynched)
  5. Any day, all players with a tie are lynched.
  6. Any day, a tie results in nobody being lynched, but all players have an additional vote against them in the following days.

The host should decide and post the rules at the start of the game (or as early as the game-design phase).

Mass abstain

There is an extreme case, where no one votes (i.e. an empty voting roster) or equivalently everyone chooses to abstain. In theory, this creates a tie between all players (if behind the scenes vote manipulators do not secretly influence the voting), and as such, falls under the above set rules. However, a host may override the normal tie lynch rules and set specific rules for this extreme scenario (either to encourage voting or to prevent loopholes in a game's mechanics).

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