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Djinn and Cult Leader: Difference between pages

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[[File:icon_djinn.png|250px]]
[[File:icon_cultleader.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#Fabled|Fabled]]</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>
<td>Revealed</td>
<td>04/07/2020/td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"نحن لسنا هنا.<br>
<p class='flavour'>"Thinking themselves wise, they became fools."</p>
انت لست حقيقي.<br>
كل شيء هو وهم.<br>
أسئلتك هي جبل نار في يوم صافٍ."</p>


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== Summary ==
== Summary ==
"Use the Djinn's special rule. All players know what it is."
"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."
 
Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
* When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
* The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
* There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
* If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
* The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
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== How to Run ==
 
At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (''Do this even if there are no jinxed characters in play.'')


Follow the Djinn instructions as listed on the Script Tool printout.
The Cult Leader convinces others to join their cult to end the game. But which team will win?
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The {{Evil|Pit-Hag}} and the {{Good|Heretic}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.” Later in the game, the {{Evil|Pit-Hag}} tries to create a {{Good|Heretic}}. The Storyteller shakes their head, and the {{Evil|Pit-Hag}} must choose another character to create.  
The Cult Leader neighbours the {{Good|Farmer}} and the {{Good|Magician}}. On the first night, the Cult Leader remains good. The {{Good|Magician}} is executed, and dies, and the Cult Leader's living neighbours are now the {{Good|Farmer}} and the {{Evil|Marionette}}. The Storyteller decides to make the Cult Leader evil. The next night, even though the Cult Leader's living neighbours are still the {{Good|Farmer}} and the {{Evil|Marionette}}, the Storyteller decides to make the Cult Leader good again.  
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The {{Good|Spy}} and the {{Evil|Magician}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the {{Good|Spy}} sees the grimoire, the Demon and the {{Evil|Magician}}'s character tokens are removed." There is no {{Good|Spy}} and no {{Evil|Magician}} in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
The Cult Leader is evil. The Cult Leader requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the Cult Leader turns good. The following day, the Cult Leader requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the Cult Leader is good.  
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== Tips & Tricks ==


== Explanation ==
* Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.


When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed&mdash;they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work <em>better</em> with the Djinn in play!
* Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.  


The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.  
* Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.  


The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.
* Get other players to use detection abilities on your neighbours to verify your claims. Get the {{Good|Chambermaid}} or the {{Good|Seamstress}} to pick both your neighbours at night, to verify your claims of alignment.  


== Djinn Special Rules ==
* Try and execute players between you and those verified as good by Townsfolk, such as the {{Good|Virgin}} or the {{Good|Noble}}, as this will help make the town trust that you are good for a Cult Leader victory.


Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:
* Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.  
* {{Evil|Fang Gu}} and {{Evil|Scarlet Woman}}: If the {{Evil|Fang Gu}} chooses an outsider and dies, the {{Evil|Scarlet Woman}} does not become the {{Evil|Fang Gu}}.
* {{Good|Chambermaid}} and {{Good|Mathematician}}: The {{Good|Chambermaid}} learns if the {{Good|Mathematician}} wakes tonight or not, even though the {{Good|Chambermaid}} wakes first.
* {{Good|Lunatic}} and {{Good|Mathematician}}: The {{Good|Mathematician}} learns if the {{Good|Lunatic}} attacks a different player(s) than the real Demon attacks.


Special rules involving Experimental characters:
* Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an {{Good|Empath}}. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.
* Many pairs of characters follow the "hate" jinx special rule of: "Only one jinxed character can be in play". Currently, these character pairs are:
** {{Evil|Godfather}} and {{Good|Heretic}}
** {{Good|Spy}} and {{Good|Damsel}}
** {{Good|Spy}} and {{Good|Heretic}}
** {{Evil|Widow}} and {{Good|Damsel}}
** {{Evil|Widow}} and {{Good|Heretic}}
** {{Evil|Legion}} and {{Good|Preacher}}
** {{Evil|Lil' Monsta}} and {{Good|Magician}}
** {{Evil|Riot}} and {{Good|Exorcist}}
** {{Evil|Riot}} and {{Good|Flowergirl}}
** {{Evil|Riot}} and {{Good|Minstrel}}
** {{Evil|Al-Hadikhia}} and {{Evil|Mastermind}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Minstrel}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Preacher}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Vizier}} and {{Good|Magician}}, with the additional rule that evil players start knowing which player and character it is.


* Some pairs of characters cannot be in play in the start of the game, or have special rules relating to their creation:
* Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.
** {{Evil|Pit-Hag}} and {{Good|Damsel}}: If a {{Evil|Pit-Hag}} creates a {{Good|Damsel}}, the Storyteller chooses which player it is.
** {{Evil|Pit-Hag}} and {{Good|Heretic}}: A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.
** {{Evil|Pit-Hag}} and {{Good|Politician}}: A {{Evil|Pit-Hag}} cannot create an evil {{Good|Politician}}.
** {{Evil|Pit-Hag}} and {{Evil|Riot}}: If the {{Evil|Pit-Hag}} creates {{Evil|Riot}}, all evil players become {{Evil|Riot}}. If the {{Evil|Pit-Hag}} creates {{Evil|Riot}} after day 3, the game continues for one more day.
** {{Evil|Legion}} and {{Good|Engineer}}: {{Evil|Legion}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.
** {{Good|Engineer}} and {{Evil|Riot}}: {{Evil|Riot}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Riot}}, the evil players become {{Evil|Riot}}.


* Several experimental townsfolk characters ({{Good|Alchemist}}, {{Good|Magician}}, {{Good|Poppy Grower}}) interact poorly with Minion characters ({{Good|Spy}} and {{Evil|Widow}}) that get to see the Grimoire. The jinxes between these characters are:
* During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.  
** {{Good|Alchemist}}: The {{Good|Alchemist}} cannot have the {{Good|Spy}}/{{Evil|Widow}} ability.
** {{Good|Magician}}: When the {{Good|Spy}}/{{Evil|Widow}} sees the Grimoire, the Demon and the {{Good|Magician}}'s character tokens are removed.
** {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, the {{Good|Spy}}/{{Evil|Widow}} does not see the Grimoire until the {{Good|Poppy Grower}} dies.


* Other jinxes between experimental townsfolk and good characters are:
* Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.  
** {{Good|Lycanthrope}} and {{Good|Gambler}}: If the {{Good|Lycanthrope}} is alive and the {{Good|Gambler}} kills themselves at night, no other players can die tonight.
** {{Good|Cannibal}} and {{Good|Butler}}: If the {{Good|Cannibal}} gains the {{Good|Butler}} ability, the {{Good|Cannibal}} learns this.


* The {{Good|Plague Doctor}} has eight special rules:
* Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.
** {{Good|Plague Doctor}} and {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
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** {{Good|Plague Doctor}} and {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
** {{Good|Plague Doctor}} and {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
** {{Good|Plague Doctor}} and {{Evil|Fearmonger}}: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Goblin}}: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Marionette}}: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
** {{Good|Plague Doctor}} and {{Evil|Scarlet Woman}}: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.


* The {{Evil|Marionette}} has six special rules:
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** {{Evil|Marionette}} and {{Good|Balloonist}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Balloonist}}, +1 Outsider was added.
** {{Evil|Marionette}} and {{Good|Huntsman}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Huntsman}}, the {{Good|Damsel}} was added.
** {{Evil|Marionette}} and {{Good|Poppy Grower}}: When the {{Good|Poppy Grower}} dies, the Demon learns the {{Evil|Marionette}} but the {{Evil|Marionette}} learns nothing.
** {{Evil|Marionette}} and {{Good|Damsel}}: The {{Evil|Marionette}} does not learn that a {{Good|Damsel}} is in play.
** {{Evil|Marionette}} and {{Good|Snitch}}: The {{Evil|Marionette}} does not learn three not-in-play characters. The Demon learns an extra three instead.
** {{Evil|Marionette}} and {{Evil|Lil' Monsta}}: The {{Evil|Marionette}} neighbors a Minion, not the Demon. The {{Evil|Marionette}} is not woken to choose who takes the {{Evil|Lil' Monsta}} token, and does not learn they are the {{Evil|Marionette}} if they have the {{Evil|Lil' Monsta}} token.


* The {{Evil|Organ Grinder}} has two special rules:
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** {{Evil|Organ Grinder}} and {{Good|Butler}}: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.


* The {{Evil|Summoner}} has four special rules:
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** {{Evil|Summoner}} and {{Good|Alchemist}}: If there is an Alchemist-Summoner in play, the game starts with a Demon in play, as normal. If the Alchemist-Summoner chooses a player, they make that player a Demon but do not change their alignment.
== Bluffing as the Cult Leader ==
** {{Evil|Summoner}} and {{Good|Clockmaker}}: If the Summoner is in play, the Clockmaker does not receive their information until a Demon is created.
** {{Evil|Summoner}} and {{Good|Poppy Grower}}: If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
** {{Evil|Summoner}} and {{Evil|Marionette}}: The Marionette neighbours the Summoner. The Summoner knows who the Marionette is.
 
* The {{Evil|Vizier}} has five special rules:
** {{Evil|Vizier}} and {{Good|Alchemist}}: If the {{Good|Alchemist}} has the {{Evil|Vizier}} ability, they may only choose to execute immediately if three or more players voted, regardless of those players' alignment.
** {{Evil|Vizier}} and {{Good|Courtier}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Good|Investigator}}: If the {{Good|Investigator}} learns that the {{Evil|Vizier}} is in play, the existence of the {{Evil|Vizier}} is not announced by the Storyteller.
** {{Evil|Vizier}} and {{Good|Preacher}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Evil|Fearmonger}}: The {{Evil|Vizier}} wakes with the {{Evil|Fearmonger}}, learns who they choose and cannot choose to execute that player.
 
* Additional special rules for minions and Minion characters:
** {{Evil|Baron}} and {{Good|Heretic}}: The {{Evil|Baron}} might only add one outsider, not two.
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
** {{Evil|Pit-Hag}} and {{Good|Village Idiot}}: If there is a spare token, the {{Evil|Pit-Hag}} can create an extra {{Good|Village Idiot}}. If so, the drunk {{Good|Village Idiot}} might change.
** {{Evil|Scarlet Woman}} and {{Evil|Al-Hadikhia}}: If there are two living {{Evil|Al-Hadikhia}}s, the Scarlet Woman {{Evil|Al-Hadikhia}} becomes the {{Evil|Scarlet Woman}} again.
** {{Evil|Mastermind}} and {{Evil|Lleech}}: If the {{Evil|Mastermind}} is alive and the {{Evil|Lleech}}'s host dies by execution, the {{Evil|Lleech}} lives but loses their ability.


* The {{Evil|Kazali}} has 6 special rules:
When bluffing as the Cult Leader, there are a few things you should keep in mind:
** {{Evil|Kazali}} and {{Good|Bounty Hunter}}: An evil Townsfolk is only created if the {{Good|Bounty Hunter}} is still in play after the Kazali acts.
** {{Evil|Kazali}} and {{Good|Choirboy}}: The {{Evil|Kazali}} can not choose the King to become a Minion if a {{Good|Choirboy}} is in play.
** {{Evil|Kazali}} and {{Good|Goon}}: If the {{Evil|Kazali}} chooses the {{Good|Goon}} to become a Minion, remaining Minions choices are decided by the Storyteller.
** {{Evil|Kazali}} and {{Good|Huntsman}}: If the {{Evil|Kazali}} chooses the {{Good|Damsel}} to become a Minion, and a {{Good|Huntsman}} is in play, a good player becomes the {{Good|Damsel}}.
** {{Evil|Kazali}} and {{Evil|Marionette}}: If the {{Evil|Kazali}} chooses to create a {{Evil|Marionette}}, they must choose one of their neighbors. 
** {{Evil|Kazali}} and {{Evil|Summoner}}: The {{Evil|Kazali}} can not choose to create a {{Evil|Summoner}}.


* The {{Evil|Legion}} has 2 further special rules, in additional to the jinxes with {{Good|Preacher}} and {{Good|Engineer}}:
* When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!
** {{Evil|Legion}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies and {{Evil|Legion}} is in play, nothing happens. If the {{Good|Hatter}} dies and an evil player chooses {{Evil|Legion}}, all current evil players become {{Evil|Legion}}.
** {{Evil|Legion}} and {{Evil|Summoner}}: If the {{Evil|Summoner}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.


* The Demon character {{Evil|Leviathan}} does not kill at night and causes the game to end at the end of day 5. It has nine special rules:
* Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.  
** {{Evil|Leviathan}} and {{Good|Farmer}}: If {{Evil|Leviathan}} is in play and a {{Good|Farmer}} dies by execution, a good player becomes a {{Good|Farmer}} that night.
** {{Evil|Leviathan}} and {{Good|Innkeeper}}: If {{Evil|Leviathan}} nominates and executes a player the {{Good|Innkeeper}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
** {{Evil|Leviathan}} and {{Good|Monk}}: If {{Evil|Leviathan}} nominates and executes the player the {{Good|Monk}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Ravenkeeper}}: If {{Evil|Leviathan}} is in play and the {{Good|Ravenkeeper}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Sage}}: If {{Evil|Leviathan}} is in play and the {{Good|Sage}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** {{Evil|Leviathan}} and {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
** {{Evil|Leviathan}} and {{Evil|Pit-Hag}}: After day 5, the {{Evil|Pit-Hag}} cannot choose {{Evil|Leviathan}}.


* The {{Evil|Lil' Monsta}} has five special rules:
* If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.
** {{Evil|Lil' Monsta}} and {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the {{Evil|Lil' Monsta}} token.
** {{Evil|Lil' Monsta}} and {{Good|Hatter}}: If a Demon chooses {{Evil|Lil' Monsta}}, they also choose a Minion to become and babysit {{Evil|Lil' Monsta}} tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Organ Grinder}}: Votes for the {{Evil|Organ Grinder}} count if the {{Evil|Organ Grinder}} is babysitting {{Evil|Lil' Monsta}}.
** {{Evil|Lil' Monsta}} and {{Evil|Scarlet Woman}}: If there are five or more players alive and the player holding the {{Evil|Lil' Monsta}} token dies, the {{Evil|Scarlet Woman}} is given the {{Evil|Lil' Monsta}} token tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|Lil' Monsta}}.


* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
* A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you ''are''!)
** {{Evil|Lleech}} and {{Good|Slayer}}: If the {{Good|Slayer}} shoots the {{Evil|Lleech}}'s host, the host dies.
** {{Evil|Lleech}} and {{Good|Heretic}}: If the {{Evil|Lleech}} has poisoned the {{Good|Heretic}} then the {{Evil|Lleech}} dies, the {{Good|Heretic}} remains poisoned.


* The Demon character {{Evil|Riot}} has the most jinxes of all!
* While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!
** {{Evil|Riot}} and {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}: {{Evil|Riot}} registers as a Minion to the {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}
** {{Evil|Riot}} and {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}: Players that die by nomination register as executed to the {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}.
** If a {{Evil|Riot}} player nominates and kills...
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
*** {{Good|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} uses their ability tonight.
** If a {{Evil|Riot}} player nominates...
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** There are a further 6 special rules for {{Evil|Riot}} games:
***{{Evil|Riot}} and {{Good|Mayor}}: If the third day begins with just three players alive, the players may choose (as a group) not to nominate at all. If so (and a {{Good|Mayor}} is alive) the {{Good|Mayor}}'s team wins.
***{{Evil|Riot}} and {{Good|Butler}}: The {{Good|Butler}} cannot nominate their master.
***{{Evil|Riot}} and {{Good|Golem}}: If the {{Good|Golem}} nominates {{Evil|Riot}}, the {{Evil|Riot}} player does not die.
***{{Evil|Riot}} and {{Good|Saint}}: If a good player nominates and kills the {{Good|Saint}}, the {{Good|Saint}}'s team loses
***{{Evil|Riot}} and {{Good|Snitch}}: If the {{Good|Snitch}} is in play, each {{Evil|Riot}} player gets an extra three bluffs
***{{Evil|Riot}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies, {{Evil|Riot}} is in play and a {{Evil|Riot}} chooses a different Demon, a normal evil team is created from the {{Evil|Riot}} players. If the {{Good|Hatter}} dies and the Demon chooses {{Evil|Riot}}, Minions become {{Evil|Riot}} too.
***{{Evil|Riot}} and {{Evil|Summoner}}: If the {{Evil|Summoner}} creates {{Evil|Riot}}, the chosen player and all evil players become {{Evil|Riot}}. The chosen player must be one of the {{Evil|Summoner}}'s good living neighbours.


* The {{Evil|Yaggababble}} has one special rule:
* Alternatively, if you think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.
** {{Evil|Yaggababble}} and {{Good|Exorcist}}: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.


This section will get updated as more characters are made available.
* If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player ''becomes'' your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead ''and'' bolstering your teammate at the same time!


The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.
* While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the {{Good|Empath}} or the {{Good|Seamstress}}.


* If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an {{Good|Oracle}} for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the {{Good|Undertaker}} or {{Good|Dreamer}} though - they'll condemn you pretty quick.)
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[[Category:Fabled]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]

Revision as of 11:45, 26 March 2024

Icon cultleader.png Information

Type Townsfolk
Artist Anica Kelsen
Revealed 04/07/2020/td>

"Thinking themselves wise, they became fools."

Summary

"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."

The Cult Leader convinces others to join their cult to end the game. But which team will win?

Examples

The Cult Leader neighbours the Farmer and the Magician. On the first night, the Cult Leader remains good. The Magician is executed, and dies, and the Cult Leader's living neighbours are now the Farmer and the Marionette. The Storyteller decides to make the Cult Leader evil. The next night, even though the Cult Leader's living neighbours are still the Farmer and the Marionette, the Storyteller decides to make the Cult Leader good again.

The Cult Leader is evil. The Cult Leader requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the Cult Leader turns good. The following day, the Cult Leader requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the Cult Leader is good.

Tips & Tricks

  • Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.
  • Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.
  • Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.
  • Get other players to use detection abilities on your neighbours to verify your claims. Get the Chambermaid or the Seamstress to pick both your neighbours at night, to verify your claims of alignment.
  • Try and execute players between you and those verified as good by Townsfolk, such as the Virgin or the Noble, as this will help make the town trust that you are good for a Cult Leader victory.
  • Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.
  • Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an Empath. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.
  • Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.
  • During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.
  • Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.
  • Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.

Bluffing as the Cult Leader

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

  • When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!
  • Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.
  • If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.
  • A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you are!)
  • While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!
  • Alternatively, if you think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.
  • If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player becomes your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead and bolstering your teammate at the same time!
  • While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the Empath or the Seamstress.
  • If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an Oracle for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the Undertaker or Dreamer though - they'll condemn you pretty quick.)