If there are two equal paths to the jail in a random room, one path is effectively hidden 14/15 times and can trap raiders who are testing directions. Due to the fact that a jail is just another maze room, it plays a key part in any maze and defense. In theory, it is no less important than any other room of the maze and should be defended the same as any other room. In practice, however, because the jail is a room that raiders do not visit as a group (usually), the raiders present in the jail will die fairly quickly if there are any guards.
One Room Entry Protection
Advantages - Only one inaccessible room (13 rooms used for looping). Defender friendly (Outside defenders can get in easily if no manor exits are available.
Disadvantages - If enough raiders are available, it is easy to cycle in new raiders.
Two-Room Entry Protection
Advantages - Strong entry protection. Possible other uses for key 1.
Disadvantages - Leaves only 12 rooms available for looping. Defenders cannot re-enter easily if there is no manor exit available.
One Room + Inaccessible Random Entry Protection (Xunti Version)
Advantages - Possible uses for key 1. Defender friendly (Defenders can kill markers in rooms A - D). Random room has more of a purpose than EP2 in the two-room model (extra layer of entry protection). Disadvantages - 11 rooms used for looping (Random Room and A are unavailable later in the maze). Raiders can cycle in, but rejoining the party remains very difficult. Leaves opportunities for marking.
Effectiveness of No-Hunt Random Rooms and Individual Portal Rooms
When determining the AVERAGE numbers of raiders who will die when testing a random room use the following formula: Deaths = (n2 - 2)/2n. In the above example of Xunti's entry protection tactic, there are 17 possible paths (16 portals + 1 hidden jail exit). Therefore, n = 17. If in this case all the portals have been tested, n = 5.
When testing a portal room on its own and it is SEPARATED from the random room, use the following formula: Deaths = (x+1)/2, where x is the number of portals in the room.