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Scarlet Woman and Boomdandy: Difference between pages

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[[File:icon_scarletwoman.png|250px]]
[[File:icon_boomdandy.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>Artist</td>
<td>Artist</td>
<td>Marianna Carr</td>
<td>John Grist</td>
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<td>Revealed</td>
<td>01/07/2021</td>
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</tr>
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<p class='flavour'>"You have shown me the secrets of the Council of the Purple Flame. We have lain together in fire and in lust and in beastly commune, and I am forever your servant. But tonight, my dear, I am your master."<p>
<p class='flavour'>"Tick... Tick... Tick... TOCK."</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; margin-top: 20px;">Character Showcase</span>
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]
<youtube>fgD1up0urAk</youtube>
 
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/7885208/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-9-31%2F31837448-44100-2-e0d386e7bbdc.mp3">You need to enable JavaScript to play this audio</div>


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{{Jinx|Al-Hadikhia|alhadikhia|Evil|If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.}}
{{Jinx|Plague Doctor|plaguedoctor|Good|If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.}}
{{Jinx|Fang Gu|fanggu|Evil|If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.}}
{{Jinx|Lil' Monsta|lilmonsta|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|Plague Doctor|plaguedoctor|Good|If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.}}
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== Summary ==
== Summary ==
"If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)"
"If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies."


The Scarlet Woman becomes the Demon when the Demon dies.
The Boomdandy explodes when executed, killing most other players.
* If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened.
* If the Boomdandy is executed, the Storyteller kills other players, one at a time, until only three are left alive.
* Travellers do not count as players when seeing if the Scarlet Woman's ability triggers.
* The Demon will be one of the remaining three players (''otherwise, the game would be over'').
* If less than five players are alive when the Demon is executed, then the game ends and good wins.
* The players have a short countdown to decide who to kill next. There is no further nomination or execution today. Instead, all players point at the player they want to die. When countdown ends, the Storyteller counts the number of fingers pointed at each player. If it is a tie, then night falls (''and evil probably wins due to the Demon killing that night'').
* If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp.
* Even dead players who have no vote token may point.
* If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.
* Players may change who they are pointing at up until the countdown is over, at which point their decision is final.
* The Boomdandy only explodes due to an execution. Deaths by other means, such as via a Golem or a Psychopath, don’t count. If the Boomdandy is executed but doesn’t die (''due to a Devil’s Advocate etc.''), they still explode.
* If a character can’t die, such as the Fool or the Sailor, the Storyteller may rule that four players remain alive after a Boomdandy explosion.
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== How to Run ==
== How to Run ==
If the Demon dies and there were five or more alive players immediately before the Demon died, replace the Scarlet Woman token with a spare Imp token, changing that player's character from the Scarlet Woman into the Imp. (They are now the Demon and have the Imp's ability. If they die, good wins.)
That night, wake the new Imp, show them the '''YOU ARE''' info token, then show them the Imp token.


In Trouble Brewing, there is only one Demon—the Imp. In other editions, there are multiple possible Demons. If the Scarlet Woman becomes the Demon, they become the same type of Demon that died, and they gain this Demon's ability. When this happens, mark the Scarlet Woman with the '''IS THE DEMON''' reminder and refer to that Demon's "How to Run" instructions.
If the Boomdandy is executed, declare that the Boomdandy has exploded. Enter the circle, put your hand out towards the Boomdandy, and rotate around the circle. (''Similar to running a vote.'') When your hand reaches a living player, say “You live” or say “You die” as that player '''dies'''. When you have completed the circle, three players will be alive, including the Demon. Then, begin counting down from 10. When the countdown ends, ask all players to immediately freeze (''to stay still'') while you count the number of players who are pointing at each player. The player with the most fingers pointed at them, '''dies'''. This will end the game, since just two players are alive, so declare which team has won.
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<div class='example'>
There are seven players alive: the {{Evil|Imp}}, the Scarlet Woman, two Townsfolk, and three Travellers. The {{Evil|Imp}} is executed, so the game ends and good wins because Travellers do not add to the player count for the Scarlet Woman's ability.
Amy is the Boomdandy. She is executed. She explodes, killing all players except for the {{Evil|Po}}, the {{Evil|Witch}}, and the {{Good|Moonchild}}. Frantically, all players start pointing at each other, and talking about who should be pointed at. After the countdown, the Storyteller calls “Freeze” and the {{Evil|Witch}} has the most number of fingers pointed at them, and dies. Evil wins.
</div>
 
<div class='example'>
There are five players alive: the {{Evil|Imp}}, the Scarlet Woman, the {{Evil|Baron}}, and two Townsfolk. The {{Evil|Imp}} is executed. The Scarlet Woman becomes the {{Evil|Imp}}, and the game continues.
</div>
 
<div class='example'>
Brianna is the Scarlet Woman. The {{Good|Fortune Teller}} chooses Brianna and Alex, and learns a "no.” Later, the {{Evil|Imp}} dies, so Brianna becomes the {{Evil|Imp}}. The {{Good|Fortune Teller}} chooses Brianna and Alex again, and learns a "yes."
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== Tips & Tricks ==


== Tips & Tricks ==
* Get executed as early as you can. The earlier that you are executed, the less information that the good team will have collected, and the more randomly they will be guessing when it comes time to point to 1 in 3 players.
 
* Bluff as ridiculously as you can. If the good players see through your bluff and execute you, that's great. If the good players don't see through your bluff, then the bluff is successful, and that is still incredibly helpful. Claim to be a {{Good|Juggler}} who guessed five players correctly. Claim to be a {{Good|Virgin}} after the {{Good|Empath}} confirmed the {{Good|Washerwoman}} as good and the {{Good|Washerwoman}} nominated you. Claim to be the {{Good|Atheist}}. The sky is the limit!
 
* Deliberately make a mistake with your bluff, so that it looks like you are an evil player bluffing as a good player that has misunderstood the good character's ability. Claim to be a {{Good|Fortune Teller}} who got a "two" from the Storyteller. Or claim to be a {{Good|Town Crier}} that woke during the first night. If you appear like an evil player that accidentally made a mistake, the good team might execute you.
 
* Pay attention to what information is being shared in the group. Give contradictory information, and let the good team come to their own conclusions. Sooner or later, the lens of suspicion will fall on you.
 
* When nominated, claim that you are drunk or poisoned, that there is no reason to execute you, claim that a well-trusted player is evil, or otherwise give a noncommittal defense. If you stay silent, the good team may suspect that you are the Boomdandy and not execute you. If you give a solid reason that the good team should not execute you, such as providing a plausible explanation of which players are good and evil, then you risk the good team believing you and keeping you alive! Pay attention to what kind of defences players usually give in your group that end with that player being executed, and give exactly that kind of defence when you are nominated.
 
* Tell your other evil players that you are the Boomdandy. Do it as early as possible, so that they know to vote for you at every opportunity. Also, the Demon won't be tempted to kill you at night to make you look like a good player.
 
* Bluff as a character that may sometimes want to be executed for the good of the good team, such as the {{Good|Recluse}}.
 
* After exploding, everyone will know you are a Minion. Feel free to point at any player you wish, even the Demon. The players will be too busy panicking to figure out which player is the Demon to second-guess whether you are the type of person to point at their own Demon or not. Make sure that you always point at a non-Demon player at the very last second though - since every vote counts. Listen to the Storyteller's countdown to make sure you point at the VERY last second.
 
* After exploding, if you notice that the players are using the knowledge that you know who the Demon is to change who they point to, change who you point to. Then change again if the group discussion takes this new pointed-player into account.
 
* If you are an evil player, but not the Boomdandy, conspire to make the Boomdandy look evil. Bluff as Townsfolk that get information on evil characters such as the {{Good|Investigator}} or {{Good|Sage}}, and point to the Boomdandy player. If Townsfolk players are already sharing information that make the Boomdandy look evil, make those Townsfolk players look good, by pretending to be such characters as {{Good|Empath}} or {{Good|Exorcist}} . If the good players come to believe the Boomdandy is evil and nominate them of their own accord, they are more likely to vote for them.
 
* If you are an evil player, but not the Boomdandy, conspire to make the Boomdandy look good but get them executed "for the good of the Town." There are some instances where executing a good player is beneficial to the good team. Bluff as a character such as the {{Good|Undertaker}} to encourage this.


* The Scarlet Woman is at her strongest when you co-ordinate with the Demon and figure out a strategy that you both like, since the Demon can safely die. Maybe you accuse the Demon of being evil, and the Demon does everything possible to make the good team think they are indeed evil? This makes you look very good, and trustworthy. Maybe the Demon kills themselves of a night time and claims to be the {{Good|Ravenkeeper}}, saying that you are the character you say you are. Maybe the Demon accuses you of being evil, but does so unconvincingly, so that you look good by comparison. Maybe you and the Demon both claim to be the same character, such as the {{Good|Mayor}}? After all, "one of you must be the {{Good|Mayor}}", right? It doesn't matter which one of you dies, since the game continues with a living Demon either way.
* If you are the Demon, disassociate yourself from the Boomdandy as much as possible. Since the good team will know for a fact who the Boomdandy is, you don't want anything that links the two of you after the Boomdandy explodes. If you think that there is too much of an association between the two of you, such as a {{Good|Clockmaker}} who knows how far apart you are, talk to the other evil players and plan to avoid executing the Boomdandy - it isn't always helpful.  


* In the early game, staying alive is more important for you compared to other Minions. Whist it doesn't really matter if the {{Evil|Baron}}, or {{Evil|Poisoner}} dies early (since they can often cause a lot of disruption early in the game), you will need to survive until the end of the game if you intend to become the Demon at some point. Waiting, listening, then claiming to be a character that you know is not in play often achieves this best.
* If you are the Demon, stay silent, or say things that make you look evil. This may make good players believe that you are the Boomdandy and they may avoid executing you. This is risky, as it telegraphs to the good team that you are evil.  


* Timing is important. Remember that if fewer than five players are alive when the Demon dies, the game is over and good wins. If your Demon has a lot of heat on them, and you think that they won't survive to the final day, take action and get your Demon killed while five or more players are still alive... before it's too late.
* If you are a Minion, and the Boomdandy has not yet exploded, keep your options open as to how suspicious you want yourself to look. If you look too good, and the Storyteller keeps you alive after the Boomdandy explodes, you may accidentally convince good players to point at players other than you, which means that they are more likely to be pointing at the Demon. If you look too evil, you may accidentally get executed before the Boomdandy does. The best scenario is that the Storyteller keeps you alive after the explosion, you look more suspicious than the Demon does, and lots of good players therefore point at you to die.


* Whilst you are the Scarlet Woman, you will not register as the Demon. So, if you can get yourself confirmed as such by good characters, such as the {{Good|Slayer}} or the {{Good|Fortune Teller}}, then become the Demon at a later stage, then the good team will be very confused about the identity of the real Demon, as their information won't add up.
* When the players are frantically pointing at each other, and there are three players alive, don't be too fussed about getting a tie. If nobody dies due to the pointing, the game continues but night will fall immediately since there has already been an execution today. That night, the Demon will (presumably) kill a player, and evil wins.  


* If the Demon is playing well, and seems to be trusted by the good team, there is no need to use your ability. You can play the normal Minion role of spreading false information, breeding distrust among the good players and generally being troublesome whilst ignoring your character ability.
* When the players are frantically pointing at each other, and there are four players alive due to some strange situation where players couldn't die, make sure there is no tie. If the game continues and night falls with four players alive, there will be one more day of executions, and that is not preferable.
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== Fighting the Scarlet Woman ==


* When the Scarlet Woman is in play, the Demon can get away with doing certain things they would not be able to otherwise. For example, they can be successfully executed, or die by a {{Good|Slayer}}'s ability and the game will continue. If you are certain that you definitely took out the {{Evil|Imp}} but the game is still going, you should be suspicious that a Scarlet Woman is in play. It is possible for an {{Good|Undertaker}} to correctly see the {{Evil|Imp}} token without being the {{Good|Drunk}}!
== Fighting the Boomdandy ==
 
* Pay attention to which players seem to be enthusiastic about dying. It doesn't matter what the reason is. Maybe they are claiming to have already used their ability? Maybe they are claiming to be a hindrance to the Town? Maybe they are nominating themselves because there is a {{Evil|Vortox}} on the script? Pay attention to silly reasons for players wanting to be executed. Pay attention to reasonable logic for players wanting to be executed. And be very, very cautious about executing them.


* If the {{Evil|Imp}} kills themselves at night, the Demonhood must always pass to the Scarlet Woman first before any other Minions. This can allow you to narrow down where the new Demon has ended up if the {{Evil|Imp}} gets away from you.
* Let the group know that the Boomdandy is on the script, and is a possibility that it is in play. Make sure that all players know how the character works. Some Minions, like the {{Evil|Cerenovus}} can be talked about after their ability has activated. But other Minions, like the {{Evil|Mastermind}} need to be talked about and understood before their ability activates. Let all players know how it works, and there will be less panic afterwards.


* The Demon and the Scarlet Woman may co-ordinate on their bluffs to confirm each other. For example, the Scarlet Woman may claim to be the {{Good|Washerwoman}} and "confirm" the Demon's claim. This has the benefit of making them both look good, and potentially set up passing on the Demonhood later in the game.
* If you think the Boomdandy is in play, don't be too concerned about confirming good players as good. Usually, it is a good strategy to do this, as finding out which players are good and then keeping those players alive for the final day lets you know who isn't the Demon. However, when the Boomdandy explodes, the Storyteller is almost certainly going to kill all the trustworthy good players and instead keep the most suspicious-looking players alive, so that the good team has a difficult time choosing who to point to afterwards. As such, even in the early game, it is much more useful to find out who is probably evil than who is probably good.  


* The Scarlet Woman does not register as a Demon, which means characters who detect Demons specifically will appear to get a clean read on them. For example, the {{Good|Fortune Teller}} will not detect them, and the {{Good|Slayer}} ability will not work on them. Be wary of players who are overeager to be checked or confirmed, especially early in the game.
* If the good team has excellent information on what groups of players are on the same team, it may be beneficial to deliberately execute the Boomdandy. For example, if you know that either "Sarah, Evin and Michelle are on the same team" and that "Lachlan, Alex and Abdallah are on the same team", then knowing for certain that Michelle is the Boomdandy lets you know that Sarah and Evin are evil, and therefore that Lachlan, Alex, and Abdallah are all good. This is significant information, and if you think it is enough to win the game, then find and execute the Boomdandy.  


* If you know a Scarlet Woman is in play (e.g. Getting a read from an {{Good|Investigator}} or a {{Good|Ravenkeeper}}), then a good strategy can be to leave them alive. On the final days when three players are left alive, you no longer have to answer the question "who is the Demon", but "did the Demon pass to the Scarlet Woman". If you think they did, you execute the Scarlet Woman. If you don't think they did, you eliminate the Scarlet Woman from contention and now have a one in two shot at the Demon overall.
* If the Boomdandy explodes, and you have no solid information on who to point to, see if you can get all players to point to one particular player. If that player needs to change, get all players to point at that new player instead. Even if everyone is pointing at the wrong player, the alternative of the good team spreading their votes between three players will all but guarantee an evil win. Even a tie will mean an evil win. It's better to have most people agree on a player than to let indecision and confusion mean that good doesn't coordinate. You can be sure that evil will coordinate.  


* Unlike other Minions, the Scarlet Woman can be bolder about targeting their own Demon, and may even deliberately try to get them killed to make themselves look better. If you suspect someone is a Scarlet Woman, pay close attention to who they are targeting, and if their allegiances abruptly change; if they have been targeting a particular player and then change their tune once it gets below five players, then that may very well be their Demon.
* If the Boomdandy explodes, and you have solid information on who to point to, start pointing as early as you can. Get others to point as early as they can. You don't want good players to accidentally not point at all. Point to your player, don't change, and make short, powerful arguments as to why you are right and why others should point to the player you are pointing to as well. Unlike an execution, there isn't enough time to make longer, more rational arguments as to why you have the solution, there is only time for short and convincing sentences to get others to change their mind. If it looks like you are unable to convince enough people to your cause, then point at another player instead and encourage others to as well. A tie is to be avoided at all costs.


* The Scarlet Woman is usually a backup plan, not a phase two; if the Demon is well integrated into the town or not under much suspicion, the Scarlet Woman may end up behaving more like a regular Minion, and sacrifice themselves more freely. If you discover a Scarlet Woman throwing themselves on their sword, it can be worthwhile to be suspicious of players who have been considered trustworthy up until that point.
* If the Boomdandy explodes, use the fact that you now know one player that is a Minion to your advantage. Characters like the {{Good|Noble}} or the {{Good|Undertaker}}, who may have learnt about Minions previously, may now be more trustworthy and their information more useful as a result. Even without such characters, knowing for a fact that one player is a Minion means that you may know who isn't a Minion. Whether these players are alive or dead, it may reveal further information. If you can hurry, this new information may give you a clue as to who to point to. The trick will be to convince others of your logic before the time runs out.


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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Minions]]

Latest revision as of 12:37, 6 March 2025

Icon boomdandy.png Information

Type Minion
Artist John Grist
Revealed 01/07/2021

"Tick... Tick... Tick... TOCK."

Character Showcase

Related Jinxes (Open)

Icon plaguedoctor.png

Plague Doctor

If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.

Summary

"If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies."

The Boomdandy explodes when executed, killing most other players.

  • If the Boomdandy is executed, the Storyteller kills other players, one at a time, until only three are left alive.
  • The Demon will be one of the remaining three players (otherwise, the game would be over).
  • The players have a short countdown to decide who to kill next. There is no further nomination or execution today. Instead, all players point at the player they want to die. When countdown ends, the Storyteller counts the number of fingers pointed at each player. If it is a tie, then night falls (and evil probably wins due to the Demon killing that night).
  • Even dead players who have no vote token may point.
  • Players may change who they are pointing at up until the countdown is over, at which point their decision is final.
  • The Boomdandy only explodes due to an execution. Deaths by other means, such as via a Golem or a Psychopath, don’t count. If the Boomdandy is executed but doesn’t die (due to a Devil’s Advocate etc.), they still explode.
  • If a character can’t die, such as the Fool or the Sailor, the Storyteller may rule that four players remain alive after a Boomdandy explosion.

How to Run

If the Boomdandy is executed, declare that the Boomdandy has exploded. Enter the circle, put your hand out towards the Boomdandy, and rotate around the circle. (Similar to running a vote.) When your hand reaches a living player, say “You live” or say “You die” as that player dies. When you have completed the circle, three players will be alive, including the Demon. Then, begin counting down from 10. When the countdown ends, ask all players to immediately freeze (to stay still) while you count the number of players who are pointing at each player. The player with the most fingers pointed at them, dies. This will end the game, since just two players are alive, so declare which team has won.

Examples

Amy is the Boomdandy. She is executed. She explodes, killing all players except for the Po, the Witch, and the Moonchild. Frantically, all players start pointing at each other, and talking about who should be pointed at. After the countdown, the Storyteller calls “Freeze” and the Witch has the most number of fingers pointed at them, and dies. Evil wins.

Tips & Tricks

  • Get executed as early as you can. The earlier that you are executed, the less information that the good team will have collected, and the more randomly they will be guessing when it comes time to point to 1 in 3 players.
  • Bluff as ridiculously as you can. If the good players see through your bluff and execute you, that's great. If the good players don't see through your bluff, then the bluff is successful, and that is still incredibly helpful. Claim to be a Juggler who guessed five players correctly. Claim to be a Virgin after the Empath confirmed the Washerwoman as good and the Washerwoman nominated you. Claim to be the Atheist. The sky is the limit!
  • Deliberately make a mistake with your bluff, so that it looks like you are an evil player bluffing as a good player that has misunderstood the good character's ability. Claim to be a Fortune Teller who got a "two" from the Storyteller. Or claim to be a Town Crier that woke during the first night. If you appear like an evil player that accidentally made a mistake, the good team might execute you.
  • Pay attention to what information is being shared in the group. Give contradictory information, and let the good team come to their own conclusions. Sooner or later, the lens of suspicion will fall on you.
  • When nominated, claim that you are drunk or poisoned, that there is no reason to execute you, claim that a well-trusted player is evil, or otherwise give a noncommittal defense. If you stay silent, the good team may suspect that you are the Boomdandy and not execute you. If you give a solid reason that the good team should not execute you, such as providing a plausible explanation of which players are good and evil, then you risk the good team believing you and keeping you alive! Pay attention to what kind of defences players usually give in your group that end with that player being executed, and give exactly that kind of defence when you are nominated.
  • Tell your other evil players that you are the Boomdandy. Do it as early as possible, so that they know to vote for you at every opportunity. Also, the Demon won't be tempted to kill you at night to make you look like a good player.
  • Bluff as a character that may sometimes want to be executed for the good of the good team, such as the Recluse.
  • After exploding, everyone will know you are a Minion. Feel free to point at any player you wish, even the Demon. The players will be too busy panicking to figure out which player is the Demon to second-guess whether you are the type of person to point at their own Demon or not. Make sure that you always point at a non-Demon player at the very last second though - since every vote counts. Listen to the Storyteller's countdown to make sure you point at the VERY last second.
  • After exploding, if you notice that the players are using the knowledge that you know who the Demon is to change who they point to, change who you point to. Then change again if the group discussion takes this new pointed-player into account.
  • If you are an evil player, but not the Boomdandy, conspire to make the Boomdandy look evil. Bluff as Townsfolk that get information on evil characters such as the Investigator or Sage, and point to the Boomdandy player. If Townsfolk players are already sharing information that make the Boomdandy look evil, make those Townsfolk players look good, by pretending to be such characters as Empath or Exorcist . If the good players come to believe the Boomdandy is evil and nominate them of their own accord, they are more likely to vote for them.
  • If you are an evil player, but not the Boomdandy, conspire to make the Boomdandy look good but get them executed "for the good of the Town." There are some instances where executing a good player is beneficial to the good team. Bluff as a character such as the Undertaker to encourage this.
  • If you are the Demon, disassociate yourself from the Boomdandy as much as possible. Since the good team will know for a fact who the Boomdandy is, you don't want anything that links the two of you after the Boomdandy explodes. If you think that there is too much of an association between the two of you, such as a Clockmaker who knows how far apart you are, talk to the other evil players and plan to avoid executing the Boomdandy - it isn't always helpful.
  • If you are the Demon, stay silent, or say things that make you look evil. This may make good players believe that you are the Boomdandy and they may avoid executing you. This is risky, as it telegraphs to the good team that you are evil.
  • If you are a Minion, and the Boomdandy has not yet exploded, keep your options open as to how suspicious you want yourself to look. If you look too good, and the Storyteller keeps you alive after the Boomdandy explodes, you may accidentally convince good players to point at players other than you, which means that they are more likely to be pointing at the Demon. If you look too evil, you may accidentally get executed before the Boomdandy does. The best scenario is that the Storyteller keeps you alive after the explosion, you look more suspicious than the Demon does, and lots of good players therefore point at you to die.
  • When the players are frantically pointing at each other, and there are three players alive, don't be too fussed about getting a tie. If nobody dies due to the pointing, the game continues but night will fall immediately since there has already been an execution today. That night, the Demon will (presumably) kill a player, and evil wins.
  • When the players are frantically pointing at each other, and there are four players alive due to some strange situation where players couldn't die, make sure there is no tie. If the game continues and night falls with four players alive, there will be one more day of executions, and that is not preferable.

Fighting the Boomdandy

  • Pay attention to which players seem to be enthusiastic about dying. It doesn't matter what the reason is. Maybe they are claiming to have already used their ability? Maybe they are claiming to be a hindrance to the Town? Maybe they are nominating themselves because there is a Vortox on the script? Pay attention to silly reasons for players wanting to be executed. Pay attention to reasonable logic for players wanting to be executed. And be very, very cautious about executing them.
  • Let the group know that the Boomdandy is on the script, and is a possibility that it is in play. Make sure that all players know how the character works. Some Minions, like the Cerenovus can be talked about after their ability has activated. But other Minions, like the Mastermind need to be talked about and understood before their ability activates. Let all players know how it works, and there will be less panic afterwards.
  • If you think the Boomdandy is in play, don't be too concerned about confirming good players as good. Usually, it is a good strategy to do this, as finding out which players are good and then keeping those players alive for the final day lets you know who isn't the Demon. However, when the Boomdandy explodes, the Storyteller is almost certainly going to kill all the trustworthy good players and instead keep the most suspicious-looking players alive, so that the good team has a difficult time choosing who to point to afterwards. As such, even in the early game, it is much more useful to find out who is probably evil than who is probably good.
  • If the good team has excellent information on what groups of players are on the same team, it may be beneficial to deliberately execute the Boomdandy. For example, if you know that either "Sarah, Evin and Michelle are on the same team" and that "Lachlan, Alex and Abdallah are on the same team", then knowing for certain that Michelle is the Boomdandy lets you know that Sarah and Evin are evil, and therefore that Lachlan, Alex, and Abdallah are all good. This is significant information, and if you think it is enough to win the game, then find and execute the Boomdandy.
  • If the Boomdandy explodes, and you have no solid information on who to point to, see if you can get all players to point to one particular player. If that player needs to change, get all players to point at that new player instead. Even if everyone is pointing at the wrong player, the alternative of the good team spreading their votes between three players will all but guarantee an evil win. Even a tie will mean an evil win. It's better to have most people agree on a player than to let indecision and confusion mean that good doesn't coordinate. You can be sure that evil will coordinate.
  • If the Boomdandy explodes, and you have solid information on who to point to, start pointing as early as you can. Get others to point as early as they can. You don't want good players to accidentally not point at all. Point to your player, don't change, and make short, powerful arguments as to why you are right and why others should point to the player you are pointing to as well. Unlike an execution, there isn't enough time to make longer, more rational arguments as to why you have the solution, there is only time for short and convincing sentences to get others to change their mind. If it looks like you are unable to convince enough people to your cause, then point at another player instead and encourage others to as well. A tie is to be avoided at all costs.
  • If the Boomdandy explodes, use the fact that you now know one player that is a Minion to your advantage. Characters like the Noble or the Undertaker, who may have learnt about Minions previously, may now be more trustworthy and their information more useful as a result. Even without such characters, knowing for a fact that one player is a Minion means that you may know who isn't a Minion. Whether these players are alive or dead, it may reveal further information. If you can hurry, this new information may give you a clue as to who to point to. The trick will be to convince others of your logic before the time runs out.