First math for 2v1v6
Lynch scum, lose town to NKill.
1v1v5
Mislynch, NKilled town.
1v1v3
Joker hits the trigger and we lose a townie and he gets no second bomb because he was blocked or we give it to him or something along those lines.
NKill town.
1v1v1
Town loses regardless.
OR
1v2 because mafia thinks it can get the final mislynch.
Now, for worst case 3v1v5
Lynch scum. Town NKilled.
2v1v4
Mislynch, town NKill or Joker kills town and town NKill.
2v1v2
Town must depend on being right and trusting the Indy, and the Indy must not be able to act.
Joker is dangerous. We're working against a roleblocker who, theoretically stops your attempt to neuter Joker. Joker remains an unpredictable factor that stands to **** us over because he is known and his only shot is either in Kingmaker with mafia or joint if he can.
As it stands, we are either in A strange LyLo variant right now involving an arsonist variant, or we have a single mislynch before we get there.
If your plan can lock him out, then by all means, aim for mafia in an attempt to cripple the more dangerous opponent, but if your plan relies on a night action that can be roleblocked, then kill Joker before he has a chance to get the bomb out of his hands.
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