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Heretic and Balloonist: Difference between pages

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<div id='character-details'>
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[[File:icon_heretic.png|250px]]
[[File:icon_balloonist.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#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Anica Kelsen</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman."</p>
<p class='flavour'>"More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the  glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!"</p>


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>wiCHP64lW9g</youtube>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Whoever wins, loses & whoever loses, wins, even if you are dead."
"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"


The Heretic turns a win into a loss, and a loss into a win.
The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.
* If the game ends due to the good team winning, then all good players lose, and all evil players win.
* If the game ends due to the evil team winning, then all evil players lose, and all good players win.
* This Heretic’s ability applies to all victory conditions, including the game ending due to just two players being alive, the Demon dying, or an ability ending the game.
* The Heretic’s ability functions even when the Heretic is dead, but not when the Heretic is drunk or poisoned.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead. Each night including the first, wake the Balloonist and point to a single player (alive or dead) and place the corresponding “Seen Townsfolk/Outsider/Minion/Demon” reminder token next to them, ensuring not to repeat the same type as has been used before (i.e. don’t move reminder tokens once placed). Do not show them a character token or indicate which specific type this player is, just show them a player.


If the game ends and the evil team would have won, declare that the good team wins and the evil team loses.
On each subsequent night, therefore, you will have fewer character types to show as you only have your remaining reminder tokens to place. It is legitimate to show the same player to the Balloonist more than once, if they either have different character types when shown or register as having a different character type. While Travellers are technically another character type, it isn't the intent of the character to show Travellers just to inflate how many nights it takes the Balloonist to get their full info, so don't do so.


If the game ends and the good team would have won, declare that the evil team wins and the good team loses.
If there are no characters of a given type in play and you have shown the Balloonist all other types, stop waking the Balloonist. Note that even if a character of this missing type comes into play on a night after you’ve stopped waking the Balloonist, do not wake the Balloonist again on a later night to show them this player – the Balloonist ability was complete when you stopped waking them.
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<div class='example'>
<div class='example'>
On the first day, the Heretic publicly claims to be the Heretic. That night, the Demon kills themself. Evil wins.
On the first night, the Balloonist learns Lewis (i.e. the Storyteller points to Lewis). On the second night, the Balloonist learns Doug. On the third night, the Balloonist learns Lachlan. On the fourth night, the Balloonist learns Marianna.  
</div>
 
<div class='example'>
The Heretic does not reveal their character until the final day, when 3 players are alive. They convince the good team to execute a good player, leaving 2 players alive, one of which is the Demon. Good wins.
</div>
 
<div class='example'>
The Heretic is dead. The {{Good|Saint}} is executed. Good wins.
</div>
 
<div class='example'>
The Heretic is poisoned. The {{Evil|Assassin}} kills the Demon. Good wins.
</div>
</div>


<div class='example'>
<div class='example'>
There are 3 players alive. The Demon is executed. Because there is a Heretic in play, evil wins.
Ben is the Balloonist. On the first night, Ben learns Sarah. On the second night, Ben learns Abdallah. On the third night, Ben dies, so does not learn any more players. Sarah is claiming to be the {{Good|Monk}} and Abdallah is claiming to be the {{Evil|Goblin}}. Ben assumes that he has learnt one Townsfolk player and one Minion player, but he is incorrect - Sarah is the {{Good|Lunatic}} and Abdallah is the {{Evil|Leviathan}}. Ben has actually learnt an Outsider player and a Demon player.  
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== Tips & Tricks ==
== Tips & Tricks ==


* Keep the Demon alive at all costs. Normally, in non-Heretic games, the good team can win at any time (by executing the Demon), while the evil team can only win on the final day (by executing a non-Demon player). In a Heretic game, the evil team can win at any time (by executing the Demon), while the good team can only win on the final day (by executing a non-Demon player).
* Keep your identity a secret for as long as possible. If the Balloonist can survive for four nights, including the first, they learn 4 people, 1 of which is the Demon. Even in a 7-player game that cuts out half of the options. In a 15-player game, that narrows the window down to less than a third of the game.
 
* It is extremely dangerous for the evil team to learn that there is a Heretic in play. If the Demon believes you, they may kill themself at night, losing the game, and therefore winning the game. Be very careful who you reveal yourself to.
 
* If you believe that the good team is losing badly, it may be safest to not reveal your identity to anyone, ever.


* Consider waiting until the final day of the game to out yourself as the Heretic. This is risky, because people may not believe you, but it’s better than having the Demon kill themself in the night and immediately win the game for evil. If you loudly proclaim that you are the Heretic when only three players are alive, even if you are dead, the good team will know that they need to execute a player that is NOT the Demon, and deliberately lose the game, which will win the game.  
* Come out early if you don’t think you’ll survive the whole game. You added an Outsider to the game, but that isn’t wholly a bad thing. Being able to trust the extra Outsider claim once you find them is very valuable for your team's deductions. You can probably help confirm the increased Outsider count, and this means there is now a small cluster of probably trusted good players. In an 8-player game, there should only be 1 Outsider, but 2 players come out as Outsiders. You can then come out as the Balloonist, and your claim now seems credible, and well as making the Outsiders seem credible. That’s three players who are likely to be good.  


* Search for good players who are able to confirm you as the Heretic, then work with them to orchestrate what would normally be a loss.  
* In a small game, it’s highly likely that there won’t even be 4 nights. In this case, your info probably won’t help you learn who the Demon is, but it will likely help you determine maybe two players who are different character types. You learn 2 different players before dying, but you learn that one of them is the {{Good|Golem}} therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.


* Try to find a good player such as the {{Good|Courtier}} who is capable of making you drunk or poisoned. This will enable the good team to play for the win without fear of losing instead.
* Half the players you get shown are good, and half are evil. Even if you cannot figure out who the Demon is, your information tells you that two of these players know they’re on the same team and two players don’t know they are. You learn 4 players, and you've been observing 2 of them colluding since the beginning of the game, while 2 of them haven't been interacting at all. It is very likely that you've managed to discover the Demon one of its Minions working together.


* Pay attention to characters that have win or lose conditions in their character ability, such as the {{Good|Mayor}}, {{Good|Klutz}}, {{Good|Saint}}, {{Evil|Mastermind}}, or {{Evil|Goblin}}. If you stay quiet about being the Heretic, the evil team may unknowingly be working to your advantage. For example, if the {{Evil|Goblin}} gets executed, good wins, or if an evil player is bluffing as the {{Good|Mayor}} and convinces the group to not execute on the final day, good wins.  
* In larger games, your information is extremely powerful, and it gets more powerful the more you get. However, even an incomplete set still has value. For example, if you know that three players are different character types, you know that at least one of them is evil, and at least one of them is good. Therefore, you can deduce that any theories that have your whole set as on your team are suspect, because there has to be a Minion or Demon in there somewhere.


* If you think that the good team is about to execute the Demon, you'll need to convince them otherwise. You can bluff as a Townsfolk character with conflicting information, or hint to them that executing this player is a bad, bad idea. As a last resort, reveal that you are the Heretic to dissuade them - avoiding the Demon being executed definitely results in avoiding a loss, but the Demon may or may not kill themself that night. It's better to trade a definite loss for a possible (or even, probable) loss.  
* If you’re ever poisoned on any of those four nights, it undermines the whole 4 nights of information. Remember this as you are a high priority target for being poisoned. If there is a {{Evil|Widow}} or a {{Evil|Poisoner}} in play, they’re likely to want to poison you. You get good information on 3 different nights, but on the night you would have learned who the Demon is, you get poisoned, and learn a second Townsfolk instead.


* When just three players are left alive, it is safe to reveal that you are the Heretic, since the game will end before nightfall. The good team may find this to be absolutely crucial information.  
* If you can confirm the role of one of the players you are shown, you’ll learn that all other players seen cannot be that role. If one of the players you see can be proven to be a Townsfolk because of the {{Good|Virgin}}, you know all other players you see are not Townsfolk.


* When just four players are left alive, it might be safe to reveal that you are the Heretic, since the game could end during the night via the Demon attacking as normal. The good team may find this to be absolutely crucial information. However, there is still an opportunity for the Demon to kill themself, so be wary.
* If you are in a game that should have no Outsiders by default, try to find an Outsider as this will give you credibility. More importantly, since they will have to be the Outsider you get shown, you will know that all other targets you are shown cannot be Outsiders.  


* It is often smarter to never really be 100% on what you claim to be. For example, if you claim that you are either the Heretic or the {{Good|Moonchild}}, then the good team is made aware that a Heretic might be in play, and can adjust their strategy accordingly, while the Demon is not convinced enough to take the game-ending step of killing themselves. Or, if you bluff as the {{Good|Juggler}}, then claim to be the Heretic, then bluff as the {{Good|Snake Charmer}}, again the good team is clued in to the possibility of a Heretic, but the Demon isn't sure. Unlike other characters, ambiguity is your friend. Just make sure you are 100% forthright with being the Heretic when it really counts, such as the final day!
* Be careful of characters with abilities that register as something else. A {{Good|Recluse}} might falsely register as the Minion to you, and the {{Good|Spy}} might falsely register as the Outsider to you.  


* It doesn't matter if you die. If you get nominated, there is no need to defend yourself unless you want to. If the Demon kills you at night, it's no problem. Don't worry about staying alive.  
* If you ever learn yourself from the storyteller, that is fantastic information. It means the rest of your set aren’t Townsfolk, and so if any of them do claim to be Townsfolk, you have good reason to be suspicious. Additionally, most of the remaining players you will learn will be evil, one being the Minion and the other the demon, leaving only the Outsider as on your team. Learning yourself as the Townsfolk is very rare though, and the Storyteller will only do it in a Teensyville game, or when the good team has very little other information, or both.


* You hold the fate of the game in your hands. Very few characters have this power. Remember how important you are. All other Townsfolk and Outsider characters are written in such a way as to encourage you to "say whatever you want at any time", that even making mistakes won't end the game. For example, even if the {{Good|Mutant}} reveals who they are and is executed, the game continues. Even if the {{Good|Fortune Teller}} reveals who they are and dies on night 2, the game continues. But the Heretic is different. The words of the Heretic can sway the fate of the good team drastically and quickly. Even though you are an Outsider, you are the most dangerous good player in the game - to both teams.
* If the town has no idea who to execute, but still wants someone to die, someone that you have learnt isn’t the worst option - even if you think that they are good. You have a 25% chance of getting the Demon randomly. Those odds of instant victory aren’t anything to sneeze at.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Heretic ==
== Bluffing as the Balloonist ==


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


* Most Heretics will wait until the final day to reveal themselves. If you want to bluff as the Heretic in this way, you'll need either to stay silent about your character for the majority of the game, or bluff as another character first. Depending on the group, this type of behaviour may get you executed before the final day arrives. Minions may not fear being executed, especially as the Heretic ability continues to function while dead. But a Demon bluffing as a Heretic is risky indeed. Come up with an alternate bluff to use first - and make it believable.  
* Remember that the Balloonist player isn't shown an an alignment, character, or character type, and doesn't know in what order the players are being shown. The Balloonist player is woken each night, the Storyteller points to a player, then the Balloonist goes back to sleep.  


* Keep Heretic in mind as a backup bluff. If your first bluff doesn't cut the mustard, then claiming that you were lying because you are the Heretic is fairly believable. Heretics have a good reason to lie. If your first bluff succeeds, then you don't need to claim to be the Heretic, so feel free to make it a risky, ridiculous one!
* Remember that if you're bluffing as the Balloonist, there should be an additional Outsider in play. You should have a chat with another evil player who comes out as an Outsider to help bolster your claim. You claim you’re the Balloonist, and another player says they’re the {{Good|Butler}} and the group waits for another Outsider claim. The Demon, wanting to play into your bluff comes out as the {{Good|Sweetheart}} pretends to gets angry at you for forcing their hand and revealing themselves.
* The Balloonist’s information is about trying to point out that two or more players cannot be the same type. You can pretend to use this information to make good players seem evil. Two players come out as Townsfolk, but then you reveal that you are the Balloonist, meaning that if you were telling the truth, one of those Townsfolk claims is false (of course, you’re lying, but they don’t know that yet). One player claims to be the {{Good|Mayor}} and another player claims to be a {{Good|Bounty Hunter}}, you can suggest that one of them is lying about their character type by suggesting that your information includes both of them.


* If a fellow evil player has been nominated, and you really need to keep that player alive, suddenly claim to be the Heretic, and claim that you think the group is about to execute the Demon, and lose the game. If the good team is rattled enough, especially considering that they thought the nominee was evil enough to be nominated in the first place, they may back off immediately and vote on a different player.  
* Be very careful in what players you choose. Clumsily claiming players as part of your set can accidentally implicate yourself and/or your demon, leaving you in a real pickle if you need to change your story.


* If two evil players claim to be the Heretic, it will seem that one of them must be telling the truth, and the other evil. Normally, when two evil players both claim to be the same good character, the group will want to execute both players, believing one to be good and one to be evil. However, if the good team believes that one player is evil, and one really is the Heretic, then they may choose to keep both players alive out of fear of accidentally executing the Demon.  
* The Balloonist is a really good claim to fall back on if you don’t have a claim straight away. The Balloonist has good reason to try and hide even right up till the final night. They are trying to fly under the radar for a total of four nights.  


* A real Heretic is unlikely to come out loud and proud on day 1. If you are more coy, hinting that you might be the Heretic without definitely confirming so, you will seem more convincing.  
* Because the Balloonist eventually learns who the Demon is, if you’re able to survive four nights, you can reveal four players, none of which are the Demon. However, when you do this, you’re about to indirectly accuse two players of being evil. If there is another Minion in play, maybe throw them under the bus to make your information seem more credible, because it doesn’t matter as long as you mislead the group on who the Demon is.


* Pay a lot of attention to who the good team is planning on executing. Unlike other bluffs, where if the good team believes you they will probably not execute you, if the good team believes you, they may execute you because they now want to execute good players, particularly late in the game. If the good team believes that a Heretic is in play, their strategy will reverse. Make sure this is actually what you want beforehand.  
* When pointing the finger at four players, make sure that you are pointing at an Outsider in that group. If you forget to do so, you might be left contradicting yourself, saying you added an Outsider but not having a set that excludes an/the Outsider claim.


* If you are a good player, consider bluffing as the Heretic. If the evil team believes you, they may convince their Demon to kill themself at night, winning the game for the good team! However, if there actually is a real Heretic in play, you've accidentally helped the evil team win instead. It's pretty risky! Also, bluffing as the Heretic causes a lot of confusion among the good team, as they won't know for certain what their goals are. However, the occasional good player that bluffs as the Heretic will certainly make Demon players doubt whether or not taking the risk of suicide at night is worth it, as many games are played. For the good team, Demons that doubt real Heretic claims are certainly beneficial, and this can only happen when the occasional good player bluffs as the Heretic.
* When pointing the finger at four players, make sure that at least one of them stays alive, if you want to stay alive too. After all four players die, the good team will know that you are lying, because the Demon was supposed to be one of those four dead players.  


* If people believe that you are the Balloonist, you can get eight good players killed - a character that you implicate each day, and the character that the Demon kills at night. This is basically a sure victory for the evil team. Getting eight good players a one-way ticket to dead-town is incredibly helpful, and this is much more devastating than other characters can do. The real Balloonist can get 4 players executed, 2 of which you really do want executed. But a fake Balloonist gets 4 players that you really do want executed.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Revision as of 11:23, 8 May 2023

Icon balloonist.png Information

Type Townsfolk
Artist Anica Kelsen

"More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!"

Summary

"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"

The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.

How to Run

When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead. Each night including the first, wake the Balloonist and point to a single player (alive or dead) and place the corresponding “Seen Townsfolk/Outsider/Minion/Demon” reminder token next to them, ensuring not to repeat the same type as has been used before (i.e. don’t move reminder tokens once placed). Do not show them a character token or indicate which specific type this player is, just show them a player.

On each subsequent night, therefore, you will have fewer character types to show as you only have your remaining reminder tokens to place. It is legitimate to show the same player to the Balloonist more than once, if they either have different character types when shown or register as having a different character type. While Travellers are technically another character type, it isn't the intent of the character to show Travellers just to inflate how many nights it takes the Balloonist to get their full info, so don't do so.

If there are no characters of a given type in play and you have shown the Balloonist all other types, stop waking the Balloonist. Note that even if a character of this missing type comes into play on a night after you’ve stopped waking the Balloonist, do not wake the Balloonist again on a later night to show them this player – the Balloonist ability was complete when you stopped waking them.

Examples

On the first night, the Balloonist learns Lewis (i.e. the Storyteller points to Lewis). On the second night, the Balloonist learns Doug. On the third night, the Balloonist learns Lachlan. On the fourth night, the Balloonist learns Marianna.

Ben is the Balloonist. On the first night, Ben learns Sarah. On the second night, Ben learns Abdallah. On the third night, Ben dies, so does not learn any more players. Sarah is claiming to be the Monk and Abdallah is claiming to be the Goblin. Ben assumes that he has learnt one Townsfolk player and one Minion player, but he is incorrect - Sarah is the Lunatic and Abdallah is the Leviathan. Ben has actually learnt an Outsider player and a Demon player.

Tips & Tricks

  • Keep your identity a secret for as long as possible. If the Balloonist can survive for four nights, including the first, they learn 4 people, 1 of which is the Demon. Even in a 7-player game that cuts out half of the options. In a 15-player game, that narrows the window down to less than a third of the game.
  • Come out early if you don’t think you’ll survive the whole game. You added an Outsider to the game, but that isn’t wholly a bad thing. Being able to trust the extra Outsider claim once you find them is very valuable for your team's deductions. You can probably help confirm the increased Outsider count, and this means there is now a small cluster of probably trusted good players. In an 8-player game, there should only be 1 Outsider, but 2 players come out as Outsiders. You can then come out as the Balloonist, and your claim now seems credible, and well as making the Outsiders seem credible. That’s three players who are likely to be good.
  • In a small game, it’s highly likely that there won’t even be 4 nights. In this case, your info probably won’t help you learn who the Demon is, but it will likely help you determine maybe two players who are different character types. You learn 2 different players before dying, but you learn that one of them is the Golem therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.
  • Half the players you get shown are good, and half are evil. Even if you cannot figure out who the Demon is, your information tells you that two of these players know they’re on the same team and two players don’t know they are. You learn 4 players, and you've been observing 2 of them colluding since the beginning of the game, while 2 of them haven't been interacting at all. It is very likely that you've managed to discover the Demon one of its Minions working together.
  • In larger games, your information is extremely powerful, and it gets more powerful the more you get. However, even an incomplete set still has value. For example, if you know that three players are different character types, you know that at least one of them is evil, and at least one of them is good. Therefore, you can deduce that any theories that have your whole set as on your team are suspect, because there has to be a Minion or Demon in there somewhere.
  • If you’re ever poisoned on any of those four nights, it undermines the whole 4 nights of information. Remember this as you are a high priority target for being poisoned. If there is a Widow or a Poisoner in play, they’re likely to want to poison you. You get good information on 3 different nights, but on the night you would have learned who the Demon is, you get poisoned, and learn a second Townsfolk instead.
  • If you can confirm the role of one of the players you are shown, you’ll learn that all other players seen cannot be that role. If one of the players you see can be proven to be a Townsfolk because of the Virgin, you know all other players you see are not Townsfolk.
  • If you are in a game that should have no Outsiders by default, try to find an Outsider as this will give you credibility. More importantly, since they will have to be the Outsider you get shown, you will know that all other targets you are shown cannot be Outsiders.
  • Be careful of characters with abilities that register as something else. A Recluse might falsely register as the Minion to you, and the Spy might falsely register as the Outsider to you.
  • If you ever learn yourself from the storyteller, that is fantastic information. It means the rest of your set aren’t Townsfolk, and so if any of them do claim to be Townsfolk, you have good reason to be suspicious. Additionally, most of the remaining players you will learn will be evil, one being the Minion and the other the demon, leaving only the Outsider as on your team. Learning yourself as the Townsfolk is very rare though, and the Storyteller will only do it in a Teensyville game, or when the good team has very little other information, or both.
  • If the town has no idea who to execute, but still wants someone to die, someone that you have learnt isn’t the worst option - even if you think that they are good. You have a 25% chance of getting the Demon randomly. Those odds of instant victory aren’t anything to sneeze at.

Bluffing as the Balloonist

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

  • Remember that the Balloonist player isn't shown an an alignment, character, or character type, and doesn't know in what order the players are being shown. The Balloonist player is woken each night, the Storyteller points to a player, then the Balloonist goes back to sleep.
  • Remember that if you're bluffing as the Balloonist, there should be an additional Outsider in play. You should have a chat with another evil player who comes out as an Outsider to help bolster your claim. You claim you’re the Balloonist, and another player says they’re the Butler and the group waits for another Outsider claim. The Demon, wanting to play into your bluff comes out as the Sweetheart pretends to gets angry at you for forcing their hand and revealing themselves.
  • The Balloonist’s information is about trying to point out that two or more players cannot be the same type. You can pretend to use this information to make good players seem evil. Two players come out as Townsfolk, but then you reveal that you are the Balloonist, meaning that if you were telling the truth, one of those Townsfolk claims is false (of course, you’re lying, but they don’t know that yet). One player claims to be the Mayor and another player claims to be a Bounty Hunter, you can suggest that one of them is lying about their character type by suggesting that your information includes both of them.
  • Be very careful in what players you choose. Clumsily claiming players as part of your set can accidentally implicate yourself and/or your demon, leaving you in a real pickle if you need to change your story.
  • The Balloonist is a really good claim to fall back on if you don’t have a claim straight away. The Balloonist has good reason to try and hide even right up till the final night. They are trying to fly under the radar for a total of four nights.
  • Because the Balloonist eventually learns who the Demon is, if you’re able to survive four nights, you can reveal four players, none of which are the Demon. However, when you do this, you’re about to indirectly accuse two players of being evil. If there is another Minion in play, maybe throw them under the bus to make your information seem more credible, because it doesn’t matter as long as you mislead the group on who the Demon is.
  • When pointing the finger at four players, make sure that you are pointing at an Outsider in that group. If you forget to do so, you might be left contradicting yourself, saying you added an Outsider but not having a set that excludes an/the Outsider claim.
  • When pointing the finger at four players, make sure that at least one of them stays alive, if you want to stay alive too. After all four players die, the good team will know that you are lying, because the Demon was supposed to be one of those four dead players.
  • If people believe that you are the Balloonist, you can get eight good players killed - a character that you implicate each day, and the character that the Demon kills at night. This is basically a sure victory for the evil team. Getting eight good players a one-way ticket to dead-town is incredibly helpful, and this is much more devastating than other characters can do. The real Balloonist can get 4 players executed, 2 of which you really do want executed. But a fake Balloonist gets 4 players that you really do want executed.