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[[File:icon_judge.png|250px]]
[[File:icon_pukka.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Demon|Demon]]</td>
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<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"I find the defendant guilty of the crimes of murder, fraud, arson, larceny, impersonating an officer of the law, practicing medicine without a license, slander, regicide, and littering."</p>
<p class='flavour'>"You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret."</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_bad_moon_rising.png|100px]]
[[File:logo_bad_moon_rising.png|100px]]
<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/45973585/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-0-10%2F241738306-44100-2-4321a5a600611.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Once per game, if another player nominated, you may choose to force the current execution to pass or fail."
"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy."


The Judge can determine if an execution succeeds or not, regardless of who voted.
The Pukka poisons its victims, who die at a later time.
*  
* When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.
*  
* Unlike other Demons, the Pukka acts during the first night.
* The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.
* If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.
* If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
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== How to Run ==
== How to Run ==
Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is '''poisoned'''—mark them with a '''POISONED''' reminder.
Each night except the first, the other player marked '''POISONED dies'''—mark them with a '''DEAD''' reminder, then remove their '''POISONED''' reminder.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Players that the Pukka kills are still poisoned at their time of death. If you are using characters from other editions, you may need to keep the POISONED reminder by the DEAD reminder until their death ability is resolved. For example, if the Pukka kills the Sage, the Sage may get false information due to being poisoned by the Pukka.
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<div class='example'>
<div class='example'>
The {{Good|Slayer}} was about to die, but the {{Evil|Po}} is nominated and every alive player votes, so now the {{Evil|Po}} is about to die. The evil Judge decides that the {{Evil|Po}}’s execution fails. So, as before, the {{Good|Slayer}} is about to die, and the nomination process continues.
The Pukka poisons the {{Good|Chambermaid}}. The {{Good|Chambermaid}} gets false information. The next night, the {{Good|Chambermaid}} dies.
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<div class='example'>
The Pukka poisons the {{Good|Fool}}. The next day, the {{Good|Fool}} is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the {{Good|Gossip}}. The next night, the Pukka is drunk and tries to poison the {{Good|Tinker}}, but does not. The next night, the {{Good|Gossip}} dies because the Pukka is sober.
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<div class='example'>
<div class='example'>
The good Judge nominates the {{Good|Professor}}. Nobody votes, but the Judge may not use their ability. A Traveller's exile is voted on. Once again, the Judge may not use their ability. The {{Good|Grandmother}} nominates the {{Good|Goon}}. Even though the {{Good|Goon}} got only one vote, the Judge decides that the {{Good|Goon}} is executed immediately.  
The Pukka poisons the {{Good|Pacifist}}. The next night, the {{Good|Exorcist}} chooses the Pukka to not wake tonight. The {{Good|Pacifist}} dies, but the Pukka does not wake to attack tonight.
</div>
 
<div class='example'>
The {{Good|Moonchild}} is executed, dies, and chooses the {{Good|Courtier}}. That night, the Pukka chooses the {{Good|Moonchild}}. The {{Good|Courtier}} does not die because the {{Good|Moonchild}} is poisoned.
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== Tips & Tricks (if you are good) ==
== Tips & Tricks ==


* Save your ability until you need it. In the early stages of the game, you won't really know who to execute or who to save. Wait until the later game, where you have at least some clues to base your decision on.
* The devious Pukka is the deadliest demon in [[Bad Moon Rising]] for its viciousness and cruelty. All the other demons give the town the courtesy of a single night; the Pukka has no such patience, sowing chaos into the town from the first night, selecting their first victim before the townsfolk even get a chance to act. The {{Evil|Zombuul}} may be a little hardier than you, and the {{Evil|Shabaloth}} and {{Evil|Po}} may kill more effectively, but they are vulnerable to the most deadly weapon the good team wields: information. Not only do you kill but you neutralize your victims, forcing them to spend their last days in delirium, their information confused and the danger they once posed reduced to nothing. The good team always hopes you are not in play, lest they have to spend the whole game doubting all of the information that would normally lead them right to your door.


* Watch who votes for who doesn't, and do the opposite. Since evil players are less likely to vote for evil players, then it is best to use your Judge ability to force an execution to succeed when hardly anyone votes. If hardly anyone has voted, the player is more likely to be evil. Conversely, if lots of players vote, then the player is more likely to be good - use your Judge power to prevent this execution from succeeding. Doing the opposite of what the group wants not only puts the odds in your favor, but makes sure that you are actually using your ability to full effect. There is no point in forcing an execution to pass if it would have passed anyway.
* Factor in who you want to poison as well as who you want to kill. An aggressive and talkative {{Good|Chambermaid}} who doesn't realize their last day of information is wrong can do a lot of legwork for you beyond the grave. If you get very lucky, you could catch an {{Good|Exorcist}} or {{Good|Courtier}} out before they catch you, or you can expose an {{Good|Innkeeper}}'s patrons to your {{Evil|Godfather}} or a {{Good|Moonchild}} curse with a little bit of a good timing. You are the only evil player in [[Bad Moon Rising]] who has the ability to befuddle your target's information, so why not take full advantage?


* ...or is there? When the Demon is nominated and gets just enough votes to be executed, the evil team will usually panic and scramble to nominate a good player immediately so that they can vote and kill a good player instead of the Demon. If you believe that this is the situation, you can use your Judge power to force the current execution to succeed, preventing any chance that the evil team can avoid the Demon's execution. You can "lock in" the current execution, and there is nothing that they can do about it.
* Target players who you don't think are going to be executed the next day. If the good team executes your poisoned victim, then there'll be no death that night from you... which wily good players might use to detect that you are in play. A badly timed execution will leave you scrambling to play catch up for the rest of the game!


* Get a feel for the room, and Judge when the players are thinking about exiling you. Any good team worth their salt will Exile a Judge that has not used their ability on the final day, but some groups will want to do so even sooner. With the threat of a {{Evil|Shabaloth}} or a {{Evil|Po}} lurking as a possibility, or even an {{Evil|Assassin}} or {{Evil|Godfather}} to cause extra deaths at night, the good team can never be sure when the final day actually is - they may start thinking about exiling you prematurely. This has nothing to do with you appearing suspicious. It's just clever playing, because an evil Judge that is alive on the final day is so dangerous as to cause an auto-win for evil. If you can read the room and guess when the tide is turning against you (even if most players think that you are good), then make sure to use your ability before that happens.
* Target players who the good team suspects are bluffing being immune to execution, like the {{Good|Sailor}}, or a {{Good|Tea Lady}} and her neighbour. Even with the lack of death the following night, it will look like they faked their ability using a {{Evil|Devil's Advocate}}, and can even lead the good team to believe they are in fact a {{Evil|Zombuul}}. (And any day the good team spends executing dead players is a good day for you!)


* It is usually best to use your ability to save a player from execution than to force an execution to succeed. Most players that are executed are good. The odds are, you'll be saving a good player from death, and probably gaining a trusted ally in the process.
* Your poison cannot be blocked by anything but the wily {{Good|Goon}}, but characters can still be protected from death at night by characters like the {{Good|Tea Lady}} or {{Good|Innkeeper}}. You have nothing to fear from a {{Good|Fool}} or a {{Good|Sailor}}, but choose carefully nonetheless - it won't do to miss a kill, especially since you're competing with the {{Evil|Shabaloth}} or {{Evil|Po}}. Reliable and methodical should be your goal.


* Don't nominate. Players that you nominate can still be executed, but you can not use your Judge ability to force them to be executed. If you really want to execute a particular player, wait until another player nominates instead. If no players are nominating the player that you want, talk to players in private and make allies. Ask players to nominate on your behalf. You can even "encourage" player A to nominate on your behalf, or else player B  will nominate player A. That should get the ball rolling!
* Try to mask the fact that there is a Pukka in play for as long as possible. Once the good team know you are in play, they can start backtracking your poisoned information, undoing all your hard work! While it might seem like bluffing a {{Evil|Zombuul}} would be the obvious choice, in can in fact be easier to mimic a {{Evil|Po}} or even a {{Evil|Shabaloth}} with the help of an {{Evil|Assassin}} or a {{Evil|Godfather}}... or just some risk taking townsfolk. For example, if you know a {{Good|Gossip}} statement will produce a death that night, that can be the time to have your minions act, creating multiple deaths that mimic a charged up {{Evil|Po}} attack. While they may track you down eventually, the goal is that by the time they do... it's too late for them to stop you.
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== Tips & Tricks (if you are evil) ==
== Fighting the Pukka ==
 
* Use your ability as early as you can. If you force an execution of a good player - great! If you prevent an evil player dying - great! As long as you know who is good and who is evil, you can not use your ability incorrectly. It is always helpful. Even if you are exiled immediately after using your ability, it is still worth it. An evil traveler that helps their team this much has played their part and nudged the scale noticeably towards evil.


* It is usually best to use your ability to force an execution to succeed as opposed to preventing an execution. If you force an execution to succeed, you are definitely having an effect. If you prevent an execution from succeeding, the good team may still want to execute the same player the following day. In this case, you'll need to come up with some valid-sounding reasons why you saved the player in question from death. This is not hard to do though... you can tell them that most players are good and that you were just playing the odds, you can tell them that you wanted to use your ability before the town exiled you, or you can tell them that another player is more suspicious instead and killing the first player was a waste of valuable time. Whatever works for you.  
* The first step to fighting the Pukka is figuring out the Pukka is in play. Look for suspicious deaths of a night time, such as the {{Good|Fool}} dying early, or {{Good|Sailor}} dying at all. Or, consider that when nobody dies at night time, that it was due to a the Pukka target being executed that day instead. If a pattern forms around these two signals, you almost certainly have a Pukka in the game.


* If you are more talented at looking evil than looking good, look evil. Look just evil enough to arouse the suspicion of one or two players, and then save a good player from being executed late in the game. If a few good players think you are evil, they will think that you saved an evil player, and do their best to get that player executed again the following day. This delaying strategy can win the game for you if timed well, because every time you delay an execution by a day, the Demon attacks that night, reducing the number of good players alive, and bringing the final day evil victory closer, or getting the wrong player executed at a later, more opportune time. Ask yourself this question: If just 3 players are left alive, would you rather that the {{Good|Gossip}} died yesterday, or is still alive today and looking as suspicious as all heck? It can be extremely useful to have good players that look evil alive on the final day, because they will get executed instead of the Demon.
* Once you have figured out that a Pukka is in play, you'll need to do some informational backtracking. Each player that died last night, was poisoned the day and night beforehand. Dead {{Good|Tea Lady}}s have a reason that their ability did not work while alive. Dead {{Good|Gambler}}s have a reason that they did not die when they picked a player the night before. Dead {{Good|Chambermaid}}s got false information the night before last. Dead {{Good|Exorcist}}s might have actually chosen the Demon on a night where players died. Backtracking can be complicated, since what happened the night before last is more difficult to remember than what happened last night, but will grant enormous information if you can do it.


* If you want to nominate, go ahead and nominate evil players, even the Demon. You will always have excuse that you can't force the execution to succeed, because you can't use your Judge ability if you were the one to nominate. You'll need to judge the room though - is this a group that will interpret "The Judge can not force this execution to succeed" to mean "The Judge is not really keen to kill this player. It is a frivolous nomination." or "The Judge can not kill this player. We need to all vote to do so."?
* If Pukka is in play, nobody is safe. The {{Good|Fool}} and the {{Good|Sailor}} can not be protected by their character ability etc. Also, since the Pukka chooses who to kill a full night earlier than normal, it is beneficial for all good players to reveal their characters and information to the group publicly as soon as possible. Sometimes, with other Demons, it can be beneficial for some good players to not reveal who they are, so that the Demon attacks certain players and leaves others alone - but with the Pukka, this is not the case. Reveal everything, and work as a team to bring that pesky poisoner to justice!


* If the good team is foolish enough to allow you to survive until the final day, you can snatch a cheap and nasty victory. Ask an evil player to quickly nominate a non-Demon player, and then force the execution to succeed. Before the good team knows what is happening, a player is dead, the night is falling, and evil has won.
* If you have no idea which players are evil, execute players who you think are poisoned. All things being equal, it is best to execute a good player who is poisoned by the Pukka than a good player that is not, because when you execute a Pukka victim, nobody dies due to the Demon that night. Obviously, it is better to execute evil players, but if you have no information about who is good or evil, err on the side of voting to execute players that seem to be poisoned.


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[[Category:Travellers]]
[[Category:Bad Moon Rising]]
[[Category:Demons]]

Revision as of 12:55, 24 March 2023

Icon pukka.png Information

Type Demon
Artist Aiden Roberts

"You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy."

The Pukka poisons its victims, who die at a later time.

  • When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.
  • Unlike other Demons, the Pukka acts during the first night.
  • The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.
  • If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.
  • If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.

How to Run

Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is poisoned—mark them with a POISONED reminder.

Each night except the first, the other player marked POISONED dies—mark them with a DEAD reminder, then remove their POISONED reminder.

Players that the Pukka kills are still poisoned at their time of death. If you are using characters from other editions, you may need to keep the POISONED reminder by the DEAD reminder until their death ability is resolved. For example, if the Pukka kills the Sage, the Sage may get false information due to being poisoned by the Pukka.

Examples

The Pukka poisons the Chambermaid. The Chambermaid gets false information. The next night, the Chambermaid dies.

The Pukka poisons the Fool. The next day, the Fool is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the Gossip. The next night, the Pukka is drunk and tries to poison the Tinker, but does not. The next night, the Gossip dies because the Pukka is sober.

The Pukka poisons the Pacifist. The next night, the Exorcist chooses the Pukka to not wake tonight. The Pacifist dies, but the Pukka does not wake to attack tonight.

The Moonchild is executed, dies, and chooses the Courtier. That night, the Pukka chooses the Moonchild. The Courtier does not die because the Moonchild is poisoned.

Tips & Tricks

  • The devious Pukka is the deadliest demon in Bad Moon Rising for its viciousness and cruelty. All the other demons give the town the courtesy of a single night; the Pukka has no such patience, sowing chaos into the town from the first night, selecting their first victim before the townsfolk even get a chance to act. The Zombuul may be a little hardier than you, and the Shabaloth and Po may kill more effectively, but they are vulnerable to the most deadly weapon the good team wields: information. Not only do you kill but you neutralize your victims, forcing them to spend their last days in delirium, their information confused and the danger they once posed reduced to nothing. The good team always hopes you are not in play, lest they have to spend the whole game doubting all of the information that would normally lead them right to your door.
  • Factor in who you want to poison as well as who you want to kill. An aggressive and talkative Chambermaid who doesn't realize their last day of information is wrong can do a lot of legwork for you beyond the grave. If you get very lucky, you could catch an Exorcist or Courtier out before they catch you, or you can expose an Innkeeper's patrons to your Godfather or a Moonchild curse with a little bit of a good timing. You are the only evil player in Bad Moon Rising who has the ability to befuddle your target's information, so why not take full advantage?
  • Target players who you don't think are going to be executed the next day. If the good team executes your poisoned victim, then there'll be no death that night from you... which wily good players might use to detect that you are in play. A badly timed execution will leave you scrambling to play catch up for the rest of the game!
  • Target players who the good team suspects are bluffing being immune to execution, like the Sailor, or a Tea Lady and her neighbour. Even with the lack of death the following night, it will look like they faked their ability using a Devil's Advocate, and can even lead the good team to believe they are in fact a Zombuul. (And any day the good team spends executing dead players is a good day for you!)
  • Your poison cannot be blocked by anything but the wily Goon, but characters can still be protected from death at night by characters like the Tea Lady or Innkeeper. You have nothing to fear from a Fool or a Sailor, but choose carefully nonetheless - it won't do to miss a kill, especially since you're competing with the Shabaloth or Po. Reliable and methodical should be your goal.
  • Try to mask the fact that there is a Pukka in play for as long as possible. Once the good team know you are in play, they can start backtracking your poisoned information, undoing all your hard work! While it might seem like bluffing a Zombuul would be the obvious choice, in can in fact be easier to mimic a Po or even a Shabaloth with the help of an Assassin or a Godfather... or just some risk taking townsfolk. For example, if you know a Gossip statement will produce a death that night, that can be the time to have your minions act, creating multiple deaths that mimic a charged up Po attack. While they may track you down eventually, the goal is that by the time they do... it's too late for them to stop you.

Fighting the Pukka

  • The first step to fighting the Pukka is figuring out the Pukka is in play. Look for suspicious deaths of a night time, such as the Fool dying early, or Sailor dying at all. Or, consider that when nobody dies at night time, that it was due to a the Pukka target being executed that day instead. If a pattern forms around these two signals, you almost certainly have a Pukka in the game.
  • Once you have figured out that a Pukka is in play, you'll need to do some informational backtracking. Each player that died last night, was poisoned the day and night beforehand. Dead Tea Ladys have a reason that their ability did not work while alive. Dead Gamblers have a reason that they did not die when they picked a player the night before. Dead Chambermaids got false information the night before last. Dead Exorcists might have actually chosen the Demon on a night where players died. Backtracking can be complicated, since what happened the night before last is more difficult to remember than what happened last night, but will grant enormous information if you can do it.
  • If Pukka is in play, nobody is safe. The Fool and the Sailor can not be protected by their character ability etc. Also, since the Pukka chooses who to kill a full night earlier than normal, it is beneficial for all good players to reveal their characters and information to the group publicly as soon as possible. Sometimes, with other Demons, it can be beneficial for some good players to not reveal who they are, so that the Demon attacks certain players and leaves others alone - but with the Pukka, this is not the case. Reveal everything, and work as a team to bring that pesky poisoner to justice!
  • If you have no idea which players are evil, execute players who you think are poisoned. All things being equal, it is best to execute a good player who is poisoned by the Pukka than a good player that is not, because when you execute a Pukka victim, nobody dies due to the Demon that night. Obviously, it is better to execute evil players, but if you have no information about who is good or evil, err on the side of voting to execute players that seem to be poisoned.