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Balloonist and Snitch: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_balloonist.png|250px]]
[[File:icon_snitch.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#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>John Grist</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"It was John."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>U8Q4pAbZ09E</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"
"Minions start knowing 3 not-in-play characters."


The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.
The Snitch accidentally gives information to the evil team.
* The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
* These characters may be the same three that the Demon learns, or different characters.
* Each Minion may learn different characters to each other. Or they may all learn the same three characters.
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<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.
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.
During the first night, wake a Minion. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
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<div class='example'>
<div class='example'>
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.  
On the first night, the Demon and its two Minions all learn that the {{Good|Sage}}, {{Good|Innkeeper}}, and {{Good|Golem}} are not in play.
</div>
 
<div class='example'>
On the first night, the Demon learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Mastermind}} learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Witch}} learns that the {{Good|Fool}}, {{Good|Flowergirl}}, and {{Good|Barber}} are not in play. The {{Evil|Fearmonger}} learns that the {{Good|Noble}}, {{Good|Amnesiac}}, and {{Good|Heretic}} are not in play.
</div>
</div>


<div class='example'>
<div class='example'>
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.  
On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
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== Tips & Tricks ==
== 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.
* When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the {{Good|Pixie}}, {{Good|Undertaker}}, {{Good|Saint}}, {{Good|Sage}}, or {{Good|Goon}}.  
 
* 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 {{Good|Golem}} therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.
* Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.


* 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.
* Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.  


* 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 reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.  


* 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.
* If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.


* 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.
* Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.
 
* 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 {{Good|Recluse}} might falsely register as the Minion to you, and the {{Good|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.
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== Bluffing as the Balloonist ==
== Bluffing as the Snitch ==
 
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 {{Good|Butler}} and the group waits for another Outsider claim. The Demon, wanting to play into your bluff, comes out as the {{Good|Sweetheart}} and 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.
 
* 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.
When bluffing as the Snitch, there are a few things you should keep in mind:


* 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.
* If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.  


* 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 Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.


* 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.  
* After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.  


* 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.  
* After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 09:08, 11 December 2023

Icon snitch.png Information

Type Outsider
Artist John Grist

"It was John."

Character Showcase

Summary

"Minions start knowing 3 not-in-play characters."

The Snitch accidentally gives information to the evil team.

  • The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
  • These characters may be the same three that the Demon learns, or different characters.
  • Each Minion may learn different characters to each other. Or they may all learn the same three characters.

How to Run

During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.

Examples

On the first night, the Demon and its two Minions all learn that the Sage, Innkeeper, and Golem are not in play.

On the first night, the Demon learns that the Fool, Monk, and Saint are not in play. The Mastermind learns that the Fool, Monk, and Saint are not in play. The Witch learns that the Fool, Flowergirl, and Barber are not in play. The Fearmonger learns that the Noble, Amnesiac, and Heretic are not in play.

On the fourth night, the Pit-Hag creates a Snitch. All Minions learn three not-in-play characters.

Tips & Tricks

  • When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the Pixie, Undertaker, Saint, Sage, or Goon.
  • Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
  • Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.
  • If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.
  • If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
  • Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.

Bluffing as the Snitch

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

  • If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.
  • If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.
  • After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.
  • After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.