I agree that the last round was pretty wonky, and I guess that deserves an explanation: I designed this round so that town would have to "verbally tiptoe" around the Evil role - communicating secretly with each other, without revealing to the Evil role that they know who they are, or that some of them can't even vote for it. When the game wasn't played this way, a lot of things that I hadn't accounted for really skewed the game. If you are wondering what I designed the round play like, here's a run through:
First, the Sorcerer and Sorceress - knowing a) the identity of the evil role b) its killing ability, which havens before lynch c) that their votes don't work on it and d) that there's a role that's exactly like theirs - begin by trying to find their copy. Once they succeed, they have to find how the two remaining players could take down the Minotaur, and could do that with the help of the Prophet, who would know the Champion and Sorceress/ess by rolename, and could communicate out loud by addressing people by rolename, thus still keeping the Minotaur in the dark. In the end, everyone could realize that if they all voted for the Minotaur, it wouldn't know who to kill. A second - but harder - tactic would be to have the Champion alone vote for the Minotaur, convincing it that they were simply pressure voting so that the Minotaur wouldn't attack.
In hindsight, I realize that I was trying too hard to make a really special final round, and ended up overreaching myself.
I have more stuff I want to post, but it's time to go snow-shoeing now, so I'll do it when I come home tonight (and I'll reveal the victory point totals as well).