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Widow and Lil' Monsta: Difference between pages

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(Difference between pages)
 
 
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<div id='character-details'>
<div id='character-details'>


[[File:icon_widow.png|250px]]
[[File:icon_lilmonsta.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#Minion|Minion]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>Chloe McDougall</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>07/04/2020</td>
<td>04/07/2020</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."</p>
<p class='flavour'>"Step 1: Be cute.<br>
Step 2: World domination.<br>
Step 3: Bweakfast."</p>


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</div>
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</span>
</span>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Alchemist|alchemist|Good|If the Alchemist has the Widow ability, they do not see the Grimoire.}}
{{Jinx|Hatter|hatter|Good|If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.}}
{{Jinx|Damsel|damsel|Good|If the Widow is (or has been) in play, the Damsel is poisoned.}}
{{Jinx|Magician|magician|Good|Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.}}
{{Jinx|Heretic|heretic|Good|Only 1 jinxed character can be in play.}}
{{Jinx|Marionette|marionette|Evil|The Marionette neighbors a Minion, not the Demon. The Marionette is not woken to choose who takes the Lil' Monsta token, and does not learn they are the Marionette if they have the Lil' Monsta token.}}
{{Jinx|Magician|magician|Good|When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.}}
{{Jinx|Poppy Grower|poppygrower|Good|If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.}}
{{Jinx|Poppy Grower|poppygrower|Good|If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.}}
{{Jinx|Scarlet Woman|scarletwoman|Evil|If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.}}
{{Jinx|Vizier|vizier|Evil|The Vizier can die by execution if they are babysitting Lil' Monsta.}}
</table>
</table>


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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."
"Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]"


The Widow knows all characters and poisons the exact person they think is most useful.
Lil’ Monsta isn’t a player, and is instead babysat by a Minion.
* Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides.
* If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets.
* The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc.
* If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”.
* Minions babysitting Lil’ Monsta keep their Minion ability.
* Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.
</div>
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== How to Run ==
== How to Run ==
On their first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire, or a player. Mark that player with a '''POISONED''' reminder. Put the Widow to sleep. Wake any good player. Show them the Widow character token. Put that good player to sleep.  
During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the '''MINION INFO''' and '''DEMON INFO''' steps.


If the Widow dies or changes character, their poison ends. Likewise, their poison vanishes while the Widow is poisoned/drunk. When a Widow poisons a player, night 1 has already begun, so it does not prevent any [setup] abilities from taking effect.
Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the '''IS THE DEMON''' reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might '''die''' – mark them with a '''DEAD''' reminder and a shroud.


If a Widow is created mid-game, execute the first paragraph of the how to run just like you would if they were in play on night 1 – it’s the Widow’s first night that matters for their ability, not how many nights into the whole game you are.
The player marked '''IS THE DEMON''' registers as the Demon. If they die, declare that the game is over and good has won.


If the Widow chooses to poison themselves, no-one is informed that a Widow is in play.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
 
You may need to kill a Minion or two at night using the Lil’
Only the Preacher, Sailor and Poisoner can prevent the Widow from getting to poison on night 1 and in all of these cases, a good player would be told that the Widow is in play once the preaching/drunk/poison wears off. If Sailor drunked or Poisoner poisoned, the Widow can be shown a fake grimoire. Also, their poison choice has no effect for the rest of the game, even if they become sober/healthy later. If preached, the Widow is merely shown the Preacher in play and does not see the grimoire, even if the Preacher is dead/poisoned/drunk later in the game.
Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minions could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.
 
</div>
If the good player who knows the Widow is in play turns evil while the Widow is alive, wake a new good player and show them the Widow character token.
</div>
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<div class='example'>
<div class='example'>
The Widow sees the Grimoire and points to the {{Good|Sailor}} character token. The {{Good|Sailor}} is poisoned this game. The {{Good|Sailor}} is sober, but dies when executed.
The {{Evil|Poisoner}} and the {{Evil|Widow}} wake. They point at each other, then point at themselves, then eventually both point at the {{Evil|Widow}}, who receives Lil’ Monsta’s token. The next night, they both choose that the {{Evil|Poisoner}} babysits Lil’ Monsta instead.
</div>
 
<div class='example'>
On the third night, the {{Evil|Pit-Hag}} turns themselves into the {{Evil|Widow}}. That night, the good {{Good|Scapegoat}} learns that a Widow is in play.
</div>
 
<div class='example'>
On the first night the Widow looks at the Grimoire and poisons themself. The good player that would’ve learned a Widow is in play does not.
</div>
</div>


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== Tips & Tricks ==
== Tips & Tricks ==


* Much like the {{Evil|Spy}}, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs, provide information they couldn’t otherwise know, and take out high priority targets. In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens, allowing you to track what information people are starting with.
* One of the huge strengths of the Lil' Monsta is that the evil team begins with one extra Minion ability that the good team doesn't have any idea is in play! Maximise your Minion abilities to wreak havoc on the town - an extra {{Evil|Poisoner}}, {{Evil|Witch}}, or even a {{Evil|Godfather}} can severely tip the tide for evil before good even knows what hit them! Read up on fun Minion strategies and get ready to kick them into high gear!


* Who do you choose to poison? This is the most important question that you should be asking yourself. Unlike the {{Evil|Spy}}, who sees the Grimoire every night, you only see the Grimoire once. Unlike the {{Evil|Poisoner}}, you can choose which character, not just which player to poison. Take your time, look at every character, and make the best choice you can. There is no need to rush it.  
* The town will be on the lookout for how many Minions appear to be operating in their town - one more than expected will definitely give away that Lil' Monsta is scurrying around their feet! If you want to keep the good team in suspense about which Demon they have to worry about, be cautious about using abilities that have obvious tells, like {{Evil|Cerenovus}} and the {{Evil|Assassin}}... At least until you've managed to persuade them otherwise.


* As well as looking at the Grimoire, you get to poison a player! If you are not sure who to poison, poison the most potent information Townsfolk character. This will guarantee horrendous information for the good team for the entire game. Having the option to poison a {{Good|Savant}}, {{Good|Chambermaid}}, {{Good|Fisherman}}, or {{Good|Balloonist}} can be too sweet to pass up. Go for it. (If you're not sure who is the most potent off the top of your head, just poison the one that scares you the most!)
* Because the Demon is a helpless baby, any Minion can be holding the Demon to keep them safe during the day. The obvious advantage of this is that you can shuffle the baby around to hide it from devious Demon detectors like the {{Good|Flowergirl}} and the {{Good|Fortune Teller}}, making their information inconsistent and difficult to follow! Moving the baby almost every night means that who registers as the Demon changes every night, creating mass confusion for the town!


* If there is a single, obvious choice for which character to poison, poison a different character instead. Since the good team will know that a Widow is in play, they will be looking for the most obvious choice for the Widow to have made. If you don't make the most obvious choice, then the good team will assume that a powerful information Townsfolk is poisoned when they are not, and that a less likely character is healthy when they are poisoned. Tricky you.
* Because the Demon is a helpless baby, they are particularly vulnerable - if you die while babysitting, it'll die before another Minion can step in to save them! ({{Evil|Scarlet Woman}} is a notable exception, but you can't rely on her every time!) Keep the baby safe by placing them with your most reliable and least suspicious Minion - keeping them in one location decreases the odds that the town will be able to detect them - no point throwing the baby from Minion to Minion if they're perfectly safe where they are!


* Additionally, you can try to poison a player you think will command the town’s conversation in the hopes they use their (now false) information to your ends.
* Minions aren't the only players who can babysit the Lil' Monsta! You can hand the baby off to anyone in the town, should enough Minions agree. Generally speaking, it's ''not'' recommended to hand the baby off to a good player though - they'll not appreciate the lil' guy and probably get themselves executed to harm him! (What happened to "It takes a village?!")


* Don't poison a player that you can get the Demon to kill instead. For example, it may be best get the Demon to kill the {{Good|Fortune Teller}} while you poison the {{Good|Chef}}. Since you see the Grimoire, communicating to the Demon which players to kill early in the game should be easy enough.
* With that said, if you have an ally on the outside of your Minion team (e.g. The {{Evil|Mezepheles}} has struck gold), they make wonderful babysitters... Especially if the town hasn't noticed their alignment shift! It's fine if all of you Minions die, just providing the baby continues to thrive! A Traveller in particular can be a great choice in the early game... providing you're sure they're evil! The town isn't likely to execute them, but obviously if they get exiled, they take the baby with them...


* Coordinate with your Demon so that they do not kill your poisoned mark - unless they are a character like the {{Good|Ravenkeeper}}. Otherwise your poison might go to waste by a savvy Demon having the same target as you early on!
* When deciding who is babysitting each night, you can't communicate with words, which makes it extra important to pay attention to each others' body language. If someone ''really'' wants the baby, it's often a good idea to give it to them - trust your evil team has a plan you don't, they might be a {{Evil|Spy}} or {{Evil|Widow}} that knows bluffs you don't! On the other hand if someone really doesn't want the baby, don't give it to them - they might suspect they're about to come under fire, and want to keep the baby safe!


* Try to do what you can to discredit the player that knows you’re in play: if the town thinks they’re lying, they’ll probably think they’re lying about you being in play too! You can do this in a lot of social ways, but you can also try to use your poison (either on the player themselves or Townsfolk that might clear them) to disrupt that player's trust.
* If your group is playing with the rule where you physically hold the Lil' Monsta token, be sure to hide it well! If the good team notice you holding a token in your hand, there's not a lot of explanations for why that could be that aren't "Oh, this is my tiny Demon son and I'm babysitting for today for our evil cult."


* Because a player will know you’re in play, denying that there is a poison in the game will usually be harder than arguing that the poison is somewhere it isn’t. You cause a lot of damage for the good team, so they'll be unwilling to let go of the idea that you're lurking without extraordinary evidence. Redirection about ''who'' is poisoned is much more reasonable.
* The Storyteller chooses who dies each night - Lil' Monsta hungers for blood, but is uncoordinated and can't be redirected towards your preferred targets. It's to be expected that at some point that some of you Minions will die as part of its adorable lil' rampage. Keep in mind that anyone babysitting can't be killed by the Storyteller, so as you get towards the endgame, make sure the player you trust to survive the final day with the baby is the one in possession of the child! (To keep the game fair, the Storyteller should never allow more than one alive Minion on a final day - plan for that process!)
 
* If you’re any evil player in a game with a Widow on the script, a brave but potentially rewarding play is to claim you got the Widow’s call. This could make the town trust you and become suspicious of their own abilities even when there is no real Widow poison in play.
 
* In smaller games, such as 5, 6, 7, or 8 players, poison a character that only gets information on the first night, such as the {{Good|Investigator}} or the {{Good|Clockmaker}}. This ensures that your poisoning will have a real effect, and avoids the likely situation where your poisoned player dies by Demon kill or execution before they gain false information.  
 
* In larger games, such as 12, 13, 14, 15 or more players, avoid poisoning characters that only get information on the first night, and instead poison a character that get information every night, such as the {{Good|Chambermaid}} or {{Good|Oracle}}, or powerful non-information characters such as the {{Good|Virgin}} or {{Good|Innkeeper}}. In larger games, it is much less likely that your poisoned player dies by accidental execution or by the Demon killing them before you've had a chance to talk with them, and much greater chance that you can co-ordinate things so that their poisoning has full effect.
 
* Die. If you are an alive Widow, then a good player is poisoned. If you are the dead Widow, then that player is no longer poisoned. This can turn a steady stream of false information into a steady stream of true information - something that is very useful if the good player was beginning to suspect that they were poisoned.  
 
* If a Widow is in play, or a Widow is not in play but an evil player says that there is, convince the group that you think that you have been poisoned by the Widow. Give true information for a nice double-bluff. If the group thinks that you are poisoned by the Widow, then you convince them that you are good while diverting their attention away from the real poisoned player. Additionally, if you suddenly claim to be getting true information, then it is possible to convince the good team that you were poisoned but are now healthy, so the Widow must surely be dead! Having the good team think that you are good, that the poisoned good player is healthy, and that they have killed the Widow when they haven't... well, that's one spaghetti-like tangle.
 
* Poison yourself to hide that there is a Widow in play. A poisoned Widow has no ability, so no good player learns that a Widow is in play. You won't have the benefit of a poisoned good player working against the good team, but this will imply that a different Minion is in play. This is mostly effective only in 1 Minion games. For example, if you poison yourself and claim to be an Outsider in a seven player game, then that could make it look like a {{Evil|Baron}} is in play.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Fighting the Lil' Monsta ==


== Fighting the Widow ==
* First things first, is there a Lil’ Monsta in play? Time to count your visible Minion abilities! Have you got far too many Outsider claims, someone died on nomination and an {{Evil|Evil Twin}} pair when you should only have 2 Minions? Sounds like you’ve got a {{Evil|Baron}}, {{Evil|Witch}} and {{Evil|Evil Twin}} and it’s probably a Lil’ Monsta game.
 
* Unlike a lot of characters in Clocktower, the Widow comes with a clue pre-built into it: the Widow’s call. If you can verify the alignment of a player that claims to have received a Widow call, you can go a long way in deducing possibilities for the game.
 
* Conversely, if you are certain there is a Widow in play, you can be safer in trusting the player that claimed to receive the Widow’s call, because only good players can receive such calls. However, don’t forget evil can still bluff receiving them! If you end up with two players claiming they learned a Widow is in play, you can be reasonably confident one is good and one is evil trying to trick you.
 
* One good player knows a Widow is in play. If it is you, don't tell anyone for a while. Wait and see if an evil player says they learnt a Widow is in play. Evil players may often claim to be the good player that learnt about the Widow, and in the absence of communication amongst themselves, may accidentally claim this publicly. If you wait to tell people what you know, and find yourself in a double-claim, this is great news - you've found an evil player. Or at least, a good player that has a really good reason to deceive the good team, such as a {{Good|Lunatic}} or {{Good|Goon}}.
 
* Once the good team knows that a Widow is in play, encourage them to share all their information, including their characters. The Widow knows all characters that are in play, so it's in the good team's best interest to reveal everything. If the evil team knows all characters, the good team might as well too.
 
* If you kill the Widow, their poisoning ends. If someone you think is a Minion dies, pay attention to whether information suddenly starts getting clear again. 
 
* Widows are highly likely to poison strong information characters. A good question to ask yourself is whether you’re likely to be a Widow target. Characters like {{Good|Fortune Teller}} or {{Good|Balloonist}} are high targets since they are Demon detectors. Characters like {{Good|Monk}} or {{Good|Lycanthrope}} are also high priority since they block Demon deaths.


* In a 1 Minion game, knowing that there is a Widow in play is crucial information because then you immediately eliminate all other Minions. If a Widow is in play, then a {{Evil|Goblin}} cannot be in play.  
* In a Lil’ Monsta game, the evil team don’t get bluffs as they have no starting Demon! So, if you have lots of double claims without other characters that would cause them or people avoiding any claims at all early-game, it might be a Lil’ Monsta game and the Minions are stuck without any idea what to claim.


* Unlike the {{Evil|Poisoner}}, the Widow poisoning does not change players. If you can identify which player is poisoned by the Widow, then you are able to immediately determine that no other player has been poisoned by the Widow. If the Widow is the only source of poisoning on the script, then you have eliminated poisoning for all other characters.  
* Are your {{Good|Flowergirl}} and {{Good|Fortune Teller}} getting far too many ‘Yes’ answers? The Lil’ Monsta can be moved between babysitters every night, so maybe the Minions are moving the Lil’ Monsta token around a lot to share the workload. It takes a village...


* Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Widow and their Demon, they often have more to talk about than the average pair of players.
* Abilities that detect minions are critical once you’ve established it’s a Lil’ Monsta game, every Minion you find and kill is another potential baby sitter gone, restricting the Minions to fewer and fewer evil players to choose from. Not just Minions, if you have a {{Good|Bounty Hunter}} in play and you think you’ve found their evil Townsfolk or a {{Good|Politician}} causing trouble, they’re also great candidates for babysitting, so it’s always worth executing them if you can.


* The Widow makes it much easier for the evil team to claim characters that learn other player’s roles like the {{Good|Dreamer}} or {{Good|Librarian}}, as they have that information already available. Keep this in mind before trusting such characters if Widow is a possibility.
* Alternatively, if you're confident a player is evil, you might want to deliberately leave them alive to the final day and not tell anyone that you know they’re a Minion. If they survive that long and the evil team think they’re trusted, they’re probably going to end up babysitting Lil’ Monsta and be an easy execute for the win!


* The Widow is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Widow, it is always to your benefit to execute to them and remove their creeping influence from the town altogether.
* If you’re suddenly woken up at night as a good player and given the baby, shout about it! This baby is not yours and you shouldn’t be left babysitting it against your will! If there’s no {{Evil|Devil's Advocate}} or {{Good|Heretic}}, you probably want to get yourself executed right now and win the game for good by getting the Demon executed! Make sure absolutely everyone is aware that this baby is a menace and show people the token to definitively prove that you have it and there should be no question about executing you right now.


* Remember, fighting the Widow is like fighting the {{Evil|Spy}}, however the Widow only sees the Grimoire on the first night and has to rely entirely on memory. This makes it much more challenging in games with high player counts, as they might only absorb a lesser amount of crucial information. Unlike the {{Evil|Spy}}, anything that happens after the first night is not seen by the Widow.
* Remember that it’s not the evil team choosing who dies in a Lil’ Monsta game. The Storyteller is controlling who dies and they have different priorities to an evil team. If your {{Good|Washerwoman}} and {{Good|Noble}} have died at night but not your {{Good|Bounty Hunter}} and {{Good|Professor}}, despite them being relatively well-known in town, maybe the Storyteller is choosing not to kill them. Also, the Storyteller will generally need to kill at least one evil player if you don’t manage to execute them, in order to avoid there being too many evil players in the final three, so don’t necessarily trust those players that die at night as there’s good odds that some of them are evil.  


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Demons]]

Latest revision as of 10:31, 3 March 2025

Icon lilmonsta.png Information

Type Demon
Artist Chloe McDougall
Revealed 04/07/2020

"Step 1: Be cute.
Step 2: World domination.
Step 3: Bweakfast."

Related Jinxes (Open)

Icon hatter.png

Hatter

If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.

Icon magician.png

Magician

Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.

Icon marionette.png

Marionette

The Marionette neighbors a Minion, not the Demon. The Marionette is not woken to choose who takes the Lil' Monsta token, and does not learn they are the Marionette if they have the Lil' Monsta token.

Icon poppygrower.png

Poppy Grower

If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.

Icon scarletwoman.png

Scarlet Woman

If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.

Icon vizier.png

Vizier

The Vizier can die by execution if they are babysitting Lil' Monsta.

Summary

"Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]"

Lil’ Monsta isn’t a player, and is instead babysat by a Minion.

  • Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides.
  • If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets.
  • The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc.
  • If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”.
  • Minions babysitting Lil’ Monsta keep their Minion ability.
  • Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.

How to Run

During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the MINION INFO and DEMON INFO steps.

Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the IS THE DEMON reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might die – mark them with a DEAD reminder and a shroud.

The player marked IS THE DEMON registers as the Demon. If they die, declare that the game is over and good has won.

You may need to kill a Minion or two at night using the Lil’ Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minions could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.

Examples

The Poisoner and the Widow wake. They point at each other, then point at themselves, then eventually both point at the Widow, who receives Lil’ Monsta’s token. The next night, they both choose that the Poisoner babysits Lil’ Monsta instead.

Tips & Tricks

  • One of the huge strengths of the Lil' Monsta is that the evil team begins with one extra Minion ability that the good team doesn't have any idea is in play! Maximise your Minion abilities to wreak havoc on the town - an extra Poisoner, Witch, or even a Godfather can severely tip the tide for evil before good even knows what hit them! Read up on fun Minion strategies and get ready to kick them into high gear!
  • The town will be on the lookout for how many Minions appear to be operating in their town - one more than expected will definitely give away that Lil' Monsta is scurrying around their feet! If you want to keep the good team in suspense about which Demon they have to worry about, be cautious about using abilities that have obvious tells, like Cerenovus and the Assassin... At least until you've managed to persuade them otherwise.
  • Because the Demon is a helpless baby, any Minion can be holding the Demon to keep them safe during the day. The obvious advantage of this is that you can shuffle the baby around to hide it from devious Demon detectors like the Flowergirl and the Fortune Teller, making their information inconsistent and difficult to follow! Moving the baby almost every night means that who registers as the Demon changes every night, creating mass confusion for the town!
  • Because the Demon is a helpless baby, they are particularly vulnerable - if you die while babysitting, it'll die before another Minion can step in to save them! (Scarlet Woman is a notable exception, but you can't rely on her every time!) Keep the baby safe by placing them with your most reliable and least suspicious Minion - keeping them in one location decreases the odds that the town will be able to detect them - no point throwing the baby from Minion to Minion if they're perfectly safe where they are!
  • Minions aren't the only players who can babysit the Lil' Monsta! You can hand the baby off to anyone in the town, should enough Minions agree. Generally speaking, it's not recommended to hand the baby off to a good player though - they'll not appreciate the lil' guy and probably get themselves executed to harm him! (What happened to "It takes a village?!")
  • With that said, if you have an ally on the outside of your Minion team (e.g. The Mezepheles has struck gold), they make wonderful babysitters... Especially if the town hasn't noticed their alignment shift! It's fine if all of you Minions die, just providing the baby continues to thrive! A Traveller in particular can be a great choice in the early game... providing you're sure they're evil! The town isn't likely to execute them, but obviously if they get exiled, they take the baby with them...
  • When deciding who is babysitting each night, you can't communicate with words, which makes it extra important to pay attention to each others' body language. If someone really wants the baby, it's often a good idea to give it to them - trust your evil team has a plan you don't, they might be a Spy or Widow that knows bluffs you don't! On the other hand if someone really doesn't want the baby, don't give it to them - they might suspect they're about to come under fire, and want to keep the baby safe!
  • If your group is playing with the rule where you physically hold the Lil' Monsta token, be sure to hide it well! If the good team notice you holding a token in your hand, there's not a lot of explanations for why that could be that aren't "Oh, this is my tiny Demon son and I'm babysitting for today for our evil cult."
  • The Storyteller chooses who dies each night - Lil' Monsta hungers for blood, but is uncoordinated and can't be redirected towards your preferred targets. It's to be expected that at some point that some of you Minions will die as part of its adorable lil' rampage. Keep in mind that anyone babysitting can't be killed by the Storyteller, so as you get towards the endgame, make sure the player you trust to survive the final day with the baby is the one in possession of the child! (To keep the game fair, the Storyteller should never allow more than one alive Minion on a final day - plan for that process!)

Fighting the Lil' Monsta

  • First things first, is there a Lil’ Monsta in play? Time to count your visible Minion abilities! Have you got far too many Outsider claims, someone died on nomination and an Evil Twin pair when you should only have 2 Minions? Sounds like you’ve got a Baron, Witch and Evil Twin and it’s probably a Lil’ Monsta game.
  • In a Lil’ Monsta game, the evil team don’t get bluffs as they have no starting Demon! So, if you have lots of double claims without other characters that would cause them or people avoiding any claims at all early-game, it might be a Lil’ Monsta game and the Minions are stuck without any idea what to claim.
  • Are your Flowergirl and Fortune Teller getting far too many ‘Yes’ answers? The Lil’ Monsta can be moved between babysitters every night, so maybe the Minions are moving the Lil’ Monsta token around a lot to share the workload. It takes a village...
  • Abilities that detect minions are critical once you’ve established it’s a Lil’ Monsta game, every Minion you find and kill is another potential baby sitter gone, restricting the Minions to fewer and fewer evil players to choose from. Not just Minions, if you have a Bounty Hunter in play and you think you’ve found their evil Townsfolk or a Politician causing trouble, they’re also great candidates for babysitting, so it’s always worth executing them if you can.
  • Alternatively, if you're confident a player is evil, you might want to deliberately leave them alive to the final day and not tell anyone that you know they’re a Minion. If they survive that long and the evil team think they’re trusted, they’re probably going to end up babysitting Lil’ Monsta and be an easy execute for the win!
  • If you’re suddenly woken up at night as a good player and given the baby, shout about it! This baby is not yours and you shouldn’t be left babysitting it against your will! If there’s no Devil's Advocate or Heretic, you probably want to get yourself executed right now and win the game for good by getting the Demon executed! Make sure absolutely everyone is aware that this baby is a menace and show people the token to definitively prove that you have it and there should be no question about executing you right now.
  • Remember that it’s not the evil team choosing who dies in a Lil’ Monsta game. The Storyteller is controlling who dies and they have different priorities to an evil team. If your Washerwoman and Noble have died at night but not your Bounty Hunter and Professor, despite them being relatively well-known in town, maybe the Storyteller is choosing not to kill them. Also, the Storyteller will generally need to kill at least one evil player if you don’t manage to execute them, in order to avoid there being too many evil players in the final three, so don’t necessarily trust those players that die at night as there’s good odds that some of them are evil.