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Gunslinger and Gambler: Difference between pages

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<div id='character-details'>
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[[File:icon_gunslinger.png|250px]]
[[File:icon_gambler.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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It's time someone took matters into their own hands. That someone... is me."</p>
<p class='flavour'>"Heads, I win. Tails, you lose."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]
[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/17153879/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-6-27%2Fc9ae121e-f627-ee0e-88d8-04cac9a66bc6.mp3">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/53447603/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-5-13%2F271496074-44100-2-28e6bfe8b7bc7.m4a">You need to enable JavaScript to play this audio</div>
 
</div>
 
<div id='jinxes'>
 
<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;">
Related Jinxes <span id="jinx-toggle">(Toggle)</a>
</span>
 
 
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Lycanthrope|lycanthrope|Good|If the Lycanthrope is alive and the Gambler kills themself at night, no other players can die tonight.}}
</table>


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== Summary ==
== Summary ==
"Each day, after the 1st vote has been tallied, you may choose a player that voted: they die."
"Each night*, choose a player & guess their character: if you guess wrong, you die."


The Gunslinger kills players who vote.
The Gambler can guess who is who... but pays the ultimate price if they guess wrong.
* Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day.
* Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies.
* It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability.
* The Gambler does not learn from the Storyteller whether their guess is correct or incorrect.
* Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.
* The Gambler may choose any player, dead or alive, even themself.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
Each day, immediately after the first vote for execution is tallied, the Gunslinger can declare that they wish to use their ability. If so, the Gunslinger points at any player who voted for this execution. The chosen player '''dies'''.
Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler '''dies'''—mark them with the '''DEAD''' reminder.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If the Gunslinger is a new player, you may wish to remind them that they can use their ability.
<hr />
When the Gunslinger wants to use their ability, you may need to ask all players who voted to raise their hand again, so the Gunslinger doesn’t accidentally choose a player that didn’t vote.
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} has been nominated. There are 10 players alive, and five votes for the {{Evil|Imp}}, so the {{Evil|Imp}} is about to die. The Gunslinger chooses a voting player to die. They die, and the nomination continues, with the {{Evil|Imp}} still about to die.
The Gambler points to the {{Good|Minstrel}} player, then to the {{Good|Minstrel}} icon. This guess is correct, so the Gambler remains alive, but is killed by the Demon tonight anyway.
</div>
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<div class='example'>
<div class='example'>
The players exile the {{Traveler|Thief}}. Then, the {{Good|Butler}} is nominated for execution and gets one vote. This is the first nomination for execution, since the {{Traveler|Thief}}’s exile does not count. The Gunslinger  chooses to kill the single voting player. Later that day, the {{Good|Saint}} is nominated and six players vote. The Gunslinger  cannot use their ability now because this is not the first vote for execution today.
The {{Evil|Devil's Advocate}} is bluffing as the {{Good|Pacifist}}. That night, the Gambler points to the {{Evil|Devil's Advocate}} player, then to the {{Good|Pacifist}} icon. This guess is wrong, so the Gambler dies.
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== Tips & Tricks (if you are good) ==
== Tips & Tricks ==
 
* Hot diggity, you're the Gunslinger ! Enjoy it while you can!
 
* Deaths caused by your ability are not executions, and as such, they don't cause the day to end, and nor does the character you shot get seen by the {{Good|Undertaker}}.
 
* You get the opportunity to kill a player each day. Make the most of it, and remember to let the Storyteller know that you wish to use your ability. Doing so every day practically doubles the good team's chance of killing the Demon. Normally, each day / night, 2 players die - one due to the Demon attack, and one due to the daily execution. If you use your ability each day, two thirds of all deaths are chosen by the good team. These are great odds.
 
* Pay attention to the vibe of the group. Sometimes, the good players will not want you to kill a player each day. If you go against their desires, they may Exile you as soon as they can. Pay attention and get your fingers off the trigger if you want to stay alive.


* Pay attention to who isn't voting on the first nomination each day. Minions may be a bit laissez faire, but Demon players quickly learn how dangerous it can be to vote when you are in play. Demons will usually not vote if they think there is even a small chance that you will shoot them. Use this information to your advantage! By executing those players that seem fearful of voting, you may luck upon the Demon. Or, you may startle the Demon into voting, which gives you a chance of killing them single-handedly.
* The Gambler is a high risk, high reward character. You get reliable information that can't be easily tainted, but you put your life on the line to do it. What a thrill!


* It's ok if a few innocent bystanders die. Don't be afraid to take out a supposed {{Good|Undertaker}} or a suspicious looking {{Good|Recluse}}. As long as you kill a Minion or two as well , it was probably worth it.
* Probably one of the strongest uses of your ability is to confirm other good players. Backing up the claims of a couple of players and their characters will go a long way to building trust, and there's really no ''bad'' option to confirm: knowing for certain that a {{Good|Pacifist}} is in play can be just as useful as knowing that a {{Good|Chambermaid}} is who they say they are.


* You are the perfect way to deal with the {{Good|Saint}}. They can't be executed? You don't execute!
* Choose the good players you most want to know about. The nature of your ability means that you're not the most likely to survive until final day, so try to maximize your chances of getting useful information before your luck runs out. This can mean taking a gamble on trusting one player for the sake of confirming a powerful role like the {{Good|Exorcist}} or {{Good|Courtier}}, giving the good team an ace in the hole at a critical moment later.


*If you live until just 3 players are left alive, be very wary of who you kill. The Demon may try to psyche you out and get you to kill Minion (or a good player), which will reduce the player count to just 2 players... and evil wins. Beware.
* There's a difference between taking a well reasoned gamble and throwing caution to the wind entirely and leaving it all up to Lady Luck. Using your ability to try and guess evil characters can be like this. Even if you have very strong suspicions that someone is evil, you still have to guess if they are a Minion or a Demon, and ''then'' you have four options in each category! The odds are not really in your favor. With that said...get it right, and you've hit the ''jackpot''.


* Ignore all of the above advice, and never use your ability. Sit. Wait. Watch. Be passive and silent and unassuming. Watch people's body language and listen to what arguments they are making. When you think that you know who the Demon is, say nothing, and wait until that player votes on the first nomination of the day - then BOOM. Either you've won the game and have one very surprised dead Demon, or you blew it and killed a nobody.
* Deliberately die to prove you are the Gambler. This can seem counter-intuitive, but if you have a few nights of confirming players and you want to dispel any suspicions of your reliability, predict your own death (preferably in private to someone you trust), and then that night, choose wrong. Dying in this way makes it very likely you are who you claim, and can be trusted


* If there are 3 or more other Travellers in the game, you know that 1 of them is probably evil. It may be worth taking out an evil Traveller before they can do too much harm.
* If you don't have any idea who to guess, you can guess yourself. Since you know for certain you are the Gambler, your ability will definitely not kill you that night, guaranteeing that ''you'' aren't responsible for your death. This is also useful if you suspect that you may be targeted by a wily Demon or {{Evil|Assassin}} in the night - if you choose yourself and still die, there's no ambiguity about the fact that you were targeted!
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== Bluffing as the Gambler ==


== Tips & Tricks (if you are evil) ==
When bluffing as the Gambler, there are a few things you should keep in mind:
 
* Just like a good Gunslinger, it is best if you kill each day. After all, you have insider information on who you should be killing and who you shouldn't, so go nuts. The more destruction you cause, the quicker that the game will get to the final day, and the more evil players will be alive compared to good, which gives your team greater voting power. Just like a good gunslinger though, listen to the group's opinion on what your actions should be, and don't go kill crazy unless they want you to.
 
* Obviously, shooting the Demon is a bad idea, unless you know you have a {{Evil|Scarlet Woman}}, or you're not playing Trouble Brewing and there's a {{Evil|Zombuul}} in the game. Luckily, you know who the Demon is, so that won't be a problem. But should you kill Minions? That depends. If Minions are looking suspicious, and you think that they may get executed soon anyway, putting a cap in that Minion's arse may be the best option. Each Minion that you kill reduces the number of living players alive down one number - and that means that an evil victory is one step closer. Killing a Minion that has already used their ability, such as a {{Evil|Baron}} or a {{Evil|Spy}}, is probably more helpful than keeping them alive. Killing a Minion that still has trouble to cause, such as a {{Evil|Poisoner}} or {{Evil|Scarlet Woman}} is probably a mistake.
** Of course, if you want to avoid shooting Minions, you'll have to learn who they are - be sure to coordinate with your Demon!
 
* Encourage the Demon to vote. Since you'll not be killing them, they can vote freely. Tell the group that the players that are not voting are probably the Demon.


* You can play it safe, if you want to stay alive longer. Each day, kill the player that looks the most suspicious, regardless of what character they are claiming to be. This will ingratiate you with the good team, because it looks like you are trying to kill evil players. You can even ask the other players who they think you should kill. If the good players see you repeatedly killing the players that they want to kill, you'll live a long time.
* Help your fellow evil players by claiming to have guessed their character correctly, and that they are the good character that they are claiming to be. If you can convince the group that you are indeed the Gambler, you can convince the group that the {{Evil|Po}} that is claiming to be the {{Good|Tea Lady}} is actually the {{Good|Tea Lady}}, and you have the advantage.


* You can throw caution to the wind, and kill the most dangerous, powerful good player to remove their ability from the game. If a {{Good|Fortune Teller}} keeps getting fantastic information, and is believed to be trustworthy by the good team, you can quickly and easily neutralize that threat. The downside is that the good team will quickly vote to exile you afterwards. But there are situations where it is worth it. Another example is if a {{Good|Soldier}} is in the game, and the good players overwhelmingly believe them, then you may foresee a troublesome final day where the {{Good|Soldier}} is one of three living players. To avoid this situation, sacrificing yourself to remove the {{Good|Soldier}} would be well worth it.
* If you back up good players by confirming that their characters are what they say, that makes you look good too. Players tend to trust players who trust them. However, since you are not putting any extra misinformation into the mix, good may be able to figure out who is evil.


* Use fear as a weapon. Nominate evil players, or bluff nominating evil players, and dare the good team to vote for it. You'll probably get exiled, but you can have some control over the execution for a day or two.
* It is riskier, but saying that you have chosen a good player, guessed their character, and died because you guessed their character wrong, heavily implies that they are evil. If you intend guess a good player's character, and claim that they are evil, you will need to co-ordinate with the Demon so that you die tonight. After all, when a real Gambler guesses incorrectly, they die.


* If the good players are foolish enough to keep you alive until just 3 players are left alive (not including Travellers), you've basically won. As soon as the first vote happens, kill a non-Demon player and seize victory.
* If you unexpectedly die at night, you can use that as evidence that you are the Gambler. Make sure that your "information" is as disruptive to the good team as possible.


* It is usually wisest to play it safe after a few nights of gambling. Guess 2 or 3 characters, spread some misinformation, then claim to be guessing yourself each night after that. Most Gamblers who continue pushing their luck night after night die fairly quickly, so when the late game arrives, you will want a believable excuse as to why you are still alive.
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[[Category:Travellers]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]

Revision as of 07:58, 7 October 2024

Icon gambler.png Information

Type Townsfolk
Artist Aidan Roberts

"Heads, I win. Tails, you lose."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Related Jinxes (Toggle)</a>


Icon lycanthrope.png

Lycanthrope

If the Lycanthrope is alive and the Gambler kills themself at night, no other players can die tonight.

Summary

"Each night*, choose a player & guess their character: if you guess wrong, you die."

The Gambler can guess who is who... but pays the ultimate price if they guess wrong.

  • Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies.
  • The Gambler does not learn from the Storyteller whether their guess is correct or incorrect.
  • The Gambler may choose any player, dead or alive, even themself.

How to Run

Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler dies—mark them with the DEAD reminder.

Examples

The Gambler points to the Minstrel player, then to the Minstrel icon. This guess is correct, so the Gambler remains alive, but is killed by the Demon tonight anyway.

The Devil's Advocate is bluffing as the Pacifist. That night, the Gambler points to the Devil's Advocate player, then to the Pacifist icon. This guess is wrong, so the Gambler dies.

Tips & Tricks

  • The Gambler is a high risk, high reward character. You get reliable information that can't be easily tainted, but you put your life on the line to do it. What a thrill!
  • Probably one of the strongest uses of your ability is to confirm other good players. Backing up the claims of a couple of players and their characters will go a long way to building trust, and there's really no bad option to confirm: knowing for certain that a Pacifist is in play can be just as useful as knowing that a Chambermaid is who they say they are.
  • Choose the good players you most want to know about. The nature of your ability means that you're not the most likely to survive until final day, so try to maximize your chances of getting useful information before your luck runs out. This can mean taking a gamble on trusting one player for the sake of confirming a powerful role like the Exorcist or Courtier, giving the good team an ace in the hole at a critical moment later.
  • There's a difference between taking a well reasoned gamble and throwing caution to the wind entirely and leaving it all up to Lady Luck. Using your ability to try and guess evil characters can be like this. Even if you have very strong suspicions that someone is evil, you still have to guess if they are a Minion or a Demon, and then you have four options in each category! The odds are not really in your favor. With that said...get it right, and you've hit the jackpot.
  • Deliberately die to prove you are the Gambler. This can seem counter-intuitive, but if you have a few nights of confirming players and you want to dispel any suspicions of your reliability, predict your own death (preferably in private to someone you trust), and then that night, choose wrong. Dying in this way makes it very likely you are who you claim, and can be trusted
  • If you don't have any idea who to guess, you can guess yourself. Since you know for certain you are the Gambler, your ability will definitely not kill you that night, guaranteeing that you aren't responsible for your death. This is also useful if you suspect that you may be targeted by a wily Demon or Assassin in the night - if you choose yourself and still die, there's no ambiguity about the fact that you were targeted!

Bluffing as the Gambler

When bluffing as the Gambler, there are a few things you should keep in mind:

  • Help your fellow evil players by claiming to have guessed their character correctly, and that they are the good character that they are claiming to be. If you can convince the group that you are indeed the Gambler, you can convince the group that the Po that is claiming to be the Tea Lady is actually the Tea Lady, and you have the advantage.
  • If you back up good players by confirming that their characters are what they say, that makes you look good too. Players tend to trust players who trust them. However, since you are not putting any extra misinformation into the mix, good may be able to figure out who is evil.
  • It is riskier, but saying that you have chosen a good player, guessed their character, and died because you guessed their character wrong, heavily implies that they are evil. If you intend guess a good player's character, and claim that they are evil, you will need to co-ordinate with the Demon so that you die tonight. After all, when a real Gambler guesses incorrectly, they die.
  • If you unexpectedly die at night, you can use that as evidence that you are the Gambler. Make sure that your "information" is as disruptive to the good team as possible.
  • It is usually wisest to play it safe after a few nights of gambling. Guess 2 or 3 characters, spread some misinformation, then claim to be guessing yourself each night after that. Most Gamblers who continue pushing their luck night after night die fairly quickly, so when the late game arrives, you will want a believable excuse as to why you are still alive.