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Engineer and Hatter: Difference between pages

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[[File:icon_hatter.png|250px]]  
[[File:icon_engineer.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>  
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
 
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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types #Outsider|Outsider]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td> Aidan Roberts, Chloe McDougall, Steven Medway</td>
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<td>Revealed</td>
<td>Revealed</td>
<td>21/10/2021</td>
<td>30/11/2023</td>
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<p class='flavour'>”One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.”</p>
<p class='flavour'>"If it bends, great. If it breaks, well, it probably needed fixing anyway."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>3OY76myN418</youtube>
<youtube>83mxJhR6j_s</youtube>
 
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== Summary ==
"Once per game, at night, choose which Minions or which Demon is in play."
 
The Engineer manufactures the threat that the town faces.
* The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both.
* When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same.
* If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again.
* If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (''see the Traveller sheet or the setup sheet'').
* If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible.
* Only characters from the current script may be chosen.
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== How to Run ==
Each night, wake the Engineer. They either shake their head no or point at evil characters on the character sheet.
If they shake their head no, nothing happens. Put the Engineer to sleep.
If they point to a Demon or Minions on their character sheet, put them to sleep. Swap all appropriate character tokens with new character tokens. Wake each evil player that changed character, show the '''YOU ARE''' info token, then their new character token, then put them to sleep. '''The Engineer loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
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== Summary ==
"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be."


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The Hatter allows the evil players to change characters. 
 
* Each player with a Minion or Demon character may choose to become any character of the same type as their current character. 
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* They may choose not to change characters. 
 
* If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used. 
== Examples ==
* Once a player has changed character, their previous character ability has no further effect on the game. 
 
* If a player dies then becomes the Hatter, the evil players do not change characters tonight. 
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* Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.  
On the second night, the Engineer chooses that the Demon is a {{Evil|Lleech}}. Lewis, who was the {{Evil|Imp}}, is now the {{Evil|Lleech}}.  
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== How to Run ==
On the first night, the Engineer changes the {{Evil|Baron}} into the {{Evil|Boomdandy}}. There are still an extra two Outsiders in play.
If the Hatter dies, mark them with the “Tea Party Tonight” reminder.
During that night, wake the Minions and Demon. Show them the “This Character Selected You” info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character.  If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the “Tea Party Tonight” reminder. Change each player to the character they chose.
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Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.  
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The {{Evil|Fearmonger}} and the {{Evil|Psychopath}} are in play, and causing havoc. The Engineer chooses that the {{Evil|Mezepheles}} and the {{Evil|Spy}} are in play. The Storyteller chooses to change the {{Evil|Fearmonger}} into the {{Evil|Mezepheles}} and the {{Evil|Psychopath}} into the {{Evil|Spy}}.  
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== Examples ==
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The Hatter dies. The {{Evil|Ojo}} chooses to become the {{Evil|No Dashii}} and the {{Evil|Devil's Advocate}} chooses to become the {{Evil|Scarlet Woman}}. 
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The {{Evil|Vigormortis}} has killed their {{Evil|Pit-Hag}}, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the {{Evil|Vigormortis}}.
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The {{Evil|Assassin}} kills a player. The Hatter is executed. That night, the {{Evil|Assassin}} becomes the {{Evil|Mastermind}} and the {{Evil|Mastermind}} shakes their head no to stay the {{Evil|Mastermind}}. The Storyteller shakes their head no because the {{Evil|Mastermind}} character has been chosen already, and gestures for the {{Evil|Mastermind}} player to choose again, so they choose {{Evil|Assassin}}. The new {{Evil|Assassin}} then uses their new ability to kill a player.
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The {{Evil|Spy}}, {{Evil|Assassin}}, and {{Evil|Witch}} are in play. The Engineer chooses that the {{Evil|Spy}}, {{Evil|Assassin}} and {{Evil|Mezepheles}} are in play. The {{Evil|Witch}} turns into the {{Evil|Mezepheles}}.
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== Tips & Tricks ==
*  Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to.


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* Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count.


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* Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining.


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* The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively.


== Tips & Tricks ==
* After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team.  
 
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* If you are the Engineer, you can broadly accomplish one of four things: deciding which Minions are in play, deciding which Minions are not in play, deciding which Demon is in play, deciding which Demon is not in play.
 
* If you want to choose which Minions are in play, this lets you and the entire good team know what you are facing. This can be crucial information. Knowing that there is a {{Evil|Goblin}} or {{Evil|Boomdandy}} is in play at least means that you need to be wary on who to execute. Knowing that a {{Evil|Spy}} or {{Evil|Widow}} is in play means that you and all the good players should reveal who you are, honestly, as soon as possible. Knowing what you are up against means that you can plan your strategy accordingly. Similarly, choosing which Demon is in play allows you to plan what to do. Knowing that a {{Evil|Vortox}} is in play means the good team must reverse their information, that it can not be true, for example.
 
* If you want to choose which Minions are not in play, simply choose the other Minions to be in play instead. If you want to avoid poisoning, then choosing characters other than the {{Evil|Poisoner}} may guarantee it. If your group is particularly susceptible to the {{Evil|Mastermind}} then you can make sure that you don't have to think about it by changing all Minions to other characters instead. Similarly, if you don't know what Demon you do want in play, but there is one Demon in particular that you definitely do NOT want in play, choose to turn the Demon into this character. You will still be facing a powerful adversary, but not the most feared adversary.
 
* To prevent the evil team (or the good team!) killing you before you use your ability, use your ability on the first night. This guarantees that you will get to act. The downside to acting this early is that you miss out on the group discussion, and any pertinent information that may influence your decision, like which good characters are in play and which evil characters that they are particularly suited at combatting.
 
* To choose the most ideal Minions or Demon to create, wait until the second or third night, and generate as much discussion as you can in the meantime. To make the best decision possible, you'll need to know as many good characters that are in play, so that their particular abilities can be used to the full, such as creating a {{Evil|Vigormortis}} to help the {{Good|Oracle}} detect evil players, or creating a {{Evil|Goblin}} if there is a {{Traveler|Voudon}} in play you are fairly certain that the dead players are all good.
 
* Timing can be crucial for the Engineer. Some evil abilities can be entirely negated by you acting at the right time. For example, if you turn the {{Evil|Mezepheles}} into the {{Evil|Devil's Advocate}} on the night that the {{Evil|Mezepheles}} was due to turn a player evil, that player will stay good. If you turn the {{Evil|Devil's Advocate}} into the {{Evil|Mezepheles}} on the final night, then you guarantee that the final day will continue without the Demon being safe from execution AND prevent the {{Evil|Mezepheles}} from using their ability (since there are no more nights).
 
* Creating an obvious Demon or Minion in the middle of the game may confirm your identity as the Engineer. A surprise {{Evil|Fearmonger}} or {{Evil|Evil Twin}} will get the good team trusting you, since those characters didn't seem to exist the previous day, but they may not be the Minions that the good team really wants to face. Be careful when balancing the benefit of your glowing reputation as a good player with the benefit of facing the most ideal Minions and Demons.  
 
* Don't be afraid to create character that add Outsiders in square brackets, like [this]. Square brackets indicate to the Storyteller what tokens to add or remove during the game setup, and won't influence what happens in the middle of the game. If you add a {{Evil|Baron}}, then two Outsiders will not be added.
 
* How much discussion you generate about your ability is up to you. Too much discussion, and the Demon may kill you that night, preventing you from using your ability. Too little, and the group may get suspicious that you didn't involve them in the decision.
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== Bluffing as the Hatter ==
* You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die.


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* If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been.


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* Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on.
== Bluffing as the Engineer ==


When bluffing as the Engineer, there are a few things you should keep in mind:
* Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise.


* The easiest way to bluff as the Engineer is to say that you have created the character that you actually are. If you are the {{Evil|Poisoner}} say that you have created a {{Evil|Poisoner}}. If you are the {{Evil|Shabaloth}} then say that you have created a {{Evil|Shabaloth}}. You may need to do this on the first or second night, before the good team discusses and insists that you choose a particular character, as they may not choose the character you want them to choose!
* If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.
 
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* Make sure that you tell the group that you have created a character that doesn't have an obvious tell. If you claim that you have created an {{Evil|Al-Hadikhia}} and yet there is no {{Evil|Al-Hadikhia}} acting at night, you'll have some pretty serious explaining to do. But if you say that you have created a {{Evil|Pukka}} then it is much harder for the group to tell whether you are lying or not, assuming that the real Demon is an {{Evil|Imp}} or {{Evil|Fang Gu}} or similar and is NOT a character like the {{Evil|Al-Hadikhia}} to contradict that information.  
 
* If all the evil characters on the script don't have an obvious tell, then feel free to generate as much discussion as you can as to what evil characters you should create. The good team will have no way of knowing whether your Engineer ability worked or not.
 
* If you want to confuse the good team, tell them that you have created evil characters that are different to the real evil characters in play.  
 
* If you want to look like a good player, at the expense of helping the good team gain clarity, tell them that you have created evil characters that are the same as the real evil characters in play.
 
* Whatever character(s) you decide to tell the good team that you have created, have a solid, ready-made, well-prepared story as to WHY you made that choice. Often, the good team will focus on the extra threat that a new evil character creates as opposed to the benefit of removing other evil characters, and look at your choice as one that has made the evil team more powerful. For example, if you tell them that you have created a {{Evil|Witch}} and a {{Evil|Cerenovus}}, the good team may cry foul if all they see is the extra possibility of dying during the day, but if you tell them that you created these characters specifically to avoid the possibility of a {{Evil|Mastermind}} or a {{Evil|Goblin}} and that the group is very familiar with Sects & Violets so you figured that the good team would play best against Minions that they are familiar with, that will be more believable that a simple shrug of your shoulders.  
 
* Bluffing as the Engineer is highly dependent on which Minions and Demons are on the character sheet. Before bluffing as the Engineer, chat with your fellow evil players and find out what characters they are, and tell them that you are planning to bluff as the Engineer. Knowing which evil characters are really in play, and what those players intend to do, will greatly help smooth out the rough edges of your Engineer bluff.
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[[Category:Experimental Characters]]  
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Revision as of 09:51, 15 May 2024

Icon hatter.png Information

Type Outsider
Artist Aidan Roberts, Chloe McDougall, Steven Medway
Revealed 30/11/2023

”One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.”

Character Showcase

Summary

"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be."

The Hatter allows the evil players to change characters.

  • Each player with a Minion or Demon character may choose to become any character of the same type as their current character.
  • They may choose not to change characters.
  • If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used.
  • Once a player has changed character, their previous character ability has no further effect on the game.
  • If a player dies then becomes the Hatter, the evil players do not change characters tonight.
  • Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.

How to Run

If the Hatter dies, mark them with the “Tea Party Tonight” reminder. During that night, wake the Minions and Demon. Show them the “This Character Selected You” info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the “Tea Party Tonight” reminder. Change each player to the character they chose.

Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.

Examples

The Hatter dies. The Ojo chooses to become the No Dashii and the Devil's Advocate chooses to become the Scarlet Woman.

The Vigormortis has killed their Pit-Hag, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the Vigormortis.

The Assassin kills a player. The Hatter is executed. That night, the Assassin becomes the Mastermind and the Mastermind shakes their head no to stay the Mastermind. The Storyteller shakes their head no because the Mastermind character has been chosen already, and gestures for the Mastermind player to choose again, so they choose Assassin. The new Assassin then uses their new ability to kill a player.

Tips & Tricks

  • Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to.
  • Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count.
  • Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining.
  • The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively.
  • After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team.

Bluffing as the Hatter

  • You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die.
  • If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been.
  • Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on.
  • Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise.
  • If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.