Introduction
Daily Quest Room, also referred to as DQ room, is an unofficial game mode the community came up with to help people do their daily quests and reach full inventory.[1] Daily Quest rooms are typically hosted in either an 8 or 12 player duel room. Night 1 in DQ rooms, a Mafia will suicide, Fanatic will self-tap to prevent meeting Cult Leader on accident and Cult Leader doesn't cult (unless they know the mafia helper, Priest or Ghoul). On the first day of a DQ room, everyone will reveal their roles, mafia typically themselves and co-mafia via numbers (not names) so Vigilante and Thief know who to purge without needing to find names. If there are no daily quests to be done, the game will end on Night 2 without having to lynch anyone Day 1. This means that everyone uses Vigilante instead of Cop, and Thief instead of other helpers. Ghouls are also removed since mafia dying Night 1 will results in a ghouled mafia. However, if your daily quest needs cop, helper or ghoul, then they can be equipped. Just let the room master know it's your daily quest. Using [Proficiency] or [Greed] (T3 cards) are recommended to increase experience or ruble gain respectively.
There are users who play daily quest with more than one accounts[2]. Typically, room masters use a guild or shared account to host a room while also playing with their own account. If someone who is using multiple accounts mafia, let them suicide night 1 as it's easier for them. If there are no multiple accounts, the room master should be allowed to suicide night 1 if mafia, since it likely they've been playing the longest and are exhausted. If there are no multiple accounts or room master as mafia, the mafia can decide who suicides night 1.
Some daily quests can be accomplished night 1, day 1 and/or night 2 such as Gangster, Martyr and Politician[3] DQ's. DQ's that can be done over night don't need lynching. DQ's like immolation, reveal as politician or self destruct need to lynch a player so the game still ends on Night 2.
Some daily quests can't be done during the first 2 nights or force the game into Day 2 like Reporter, Psychic sacrificing mafia/helper.[3] In these scenarios, try to end the game night 3. Have a mafia suicide Night 1, another Night 2. Night 3 cult leader cult's helper, mafia kills cult leader and vigilante purges last mafia.
If a daily quest takes over 3 nights to do, such as healing self, healing others, finding mafia as cop, or murdering as mafia, try to do them over several games as you're likely to get the role again.
Lastly, having conflicting DQ's such as self destruction, bullet proof, report a mafia, etc... can drag the game past 3 nights. However, as getting special DQ occupation without gem is difficult[4], it's recommended that all those daily quests be finished in the same game even if it takes longer than usual.
Roles
When playing DQ, some roles are a must have while other should be avoided (unless your quest requires it).
Must have roles:
- Vigilante - Allows you and thief to purge mafia, mafia to kill cult leader
- Lover - Most rooms will have 1 account (especially after 1st batch) that doesn't have lover. If all but one player doesn't have lover, they're guaranteed to be fanatic
- Thief or Witch - Thief can steal vigi, allowing for both mafia to be purged and for mafia to kill cl. If there's a witch, they will hex cl, vigi will purge 1st mafia and last mafia will suicide or shoot a martyr or magician.
- Recommended, not required - Roles that can use their skills, especially primary (the one that increases ruble gain, i.e self destruction [big] vs immolation [small]) if they have more than one. Ex: Psy, Gang, Nurse, etc...
Roles to avoid:
- Ghoul - Unless your DQ requires ghoul, don't use it will count a loss for ghouling villain and delay the round if not culted.
- Roles that can't use their abilities - Roles like soldier, judge, prophet, etc... which can't use their primary skill without delaying the round.
Bullhorn
The Bullhorn is a tier 4 skill available for all occupations. Using bullhorn as certain occupations is able to prevent delaying the game to complete a daily quest or earn more ruble/xp without delaying. However, there can only be 1 bullhorn used each night. Here is a list of occupations that take priority using bullhorn grouped by tiers, unless otherwise stated by the room master.
Tier | Role | Reason |
---|---|---|
1 | Ghoul | Ghoul can be culted night 1 which will allow the game to end on night 2 without needing to lynch anyone. |
2 | Priest | Priest can only be culted for xp/ruble night 1 or 3 unless cult leader has [Elucidation]. |
2 | Martyr (with [Chain Explosion]) | Martyr is able to self destruct night 1, preventing the need to lynch cult leader day 1. |
3 | Thief/helpers | Allows cult leader to cult mafia helper night 1, very useful if helper has meet mafia DQ. |
3 | Cult Leader | Assuming the helper is thief, they're able to self cult night 1. |
3 | Soldier | Thief can steal soldier night 1. |
4 | Vigilante | Thief can try to random purge a mafia night 1 leaving only 1 mafia and cult leader alive for night 2. |
4 | Nurse | You can meet doctor night 1 instead night 2. |
5 | Mafia | Can reveal mafia team, spies that met night 1 with no bullhorn.[5] |
References
- ↑ This means to play 42 games, as after reaching level 20, the max amount of non ranked games you can earn rubles and experience for is 42. However, duel card experience will still be awarded after 42 games.
- ↑ Please do not use multiple accounts in any official game modes as it's against the rules. These rooms are to do daily quests, level up and earn rubles.
- ↑ 3.0 3.1 These are only examples, there are other DQ's that fall in this category.
- ↑ There have been instances where the player hasn't gotten the occupation needed for their daily quest in 42 games, or not enough times.
- ↑ This also lets vigilante purge night 1, but is not recommend. If you succeed cult leader will need to be lynched. If you fail game can't end night 2.