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Fearmonger and Gangster: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Beware of gazing long into the Abyss, lest the Abyss also gaze into you."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span> <table style="width: 90%; margin: 0 auto;"> <tr> <td>Type</td> <td>Character...")
 
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<div id='character-details'>
<div id='character-details'>
[[File:icon_fearmonger.png|250px]]
[[File:icon_gangster.png|250px]]
<p class='flavour'>"Beware of gazing long into the Abyss, lest the Abyss also gaze into you."</p>
<p class='flavour'>"I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too."<p>


<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>
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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
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</tr>
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The Fearmonger creates paranoia about who nominates whom.
The Gangster lets their neighbours kill each other.


__TOC__
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== Character Text ==
== Character Text ==


"Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player."
"Once per day, you may choose to kill a living neighbor, if your other living neighbor agrees."
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<div class='example'>
<div class='example'>
On the first night, the Fearmonger chooses the {{Good|Butler}}. All players learn the Fearmonger has chosen a new player. During the day, the Fearmonger nominates the {{Good|Butler}}, and the {{Good|Butler}} is executed. Evil wins.  
The Gangster neighbours the {{Good|Chambermaid}} and the {{Good|Poppy Grower}}, but they are both dead. The Gangster’s two living neighbours are the {{Good|Engineer}} and the {{Evil|Po}}. The Gangster talks with the {{Evil|Po}} and offers to kill the {{Good|Engineer}}. The {{Evil|Po}} declines. The Gangster talks with the {{Good|Engineer}} and the {{Good|Engineer}} asks the Gangster to kill the {{Evil|Po}}. The Gangster agrees, and the {{Evil|Po}} dies. Good wins.
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<div class='example'>
<div class='example'>
At night, the Fearmonger chooses the {{Good|Juggler}}. The {{Good|Flowergirl}} nominates the {{Good|Juggler}}, and the {{Good|Juggler}} is executed. The game continues.
The Gangster neighbours the {{Good|Fool}} and the {{Good|Sage}}. The {{Good|Sage}} and the Gangster kill the {{Good|Fool}} but the {{Good|Fool}} doesn’t die, because of the {{Good|Fool}}'s ability. The Gangster may not use their ability again today.
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<div class='example'>
<div class='example'>
The Fearmonger chooses the {{Good|Empath}}. The next night, the Fearmonger chooses the {{Good|Soldier}}. The Fearmonger nominates and executes the {{Good|Empath}}. The game continues because the Fearmonger has selected the {{Good|Soldier}}, not the {{Good|Empath}}.
On the third day, the {{Traveler|Deviant}} was slightly funny, and cannot be exiled. On the fourth day, the {{Traveler|Deviant}} was not very funny, and is successfully exiled.
</div>
 
<div class='example'>
The Fearmonger accidentally chooses the {{Evil|Baron}}, due to the {{Good|Poppy Grower}} being in play. The Fearmonger nominates and executes the {{Evil|Baron}}. Good wins.
</div>
</div>


</div>
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== Tips & Tricks ==
== Tips & Tricks (if you are good) ==
 
* On the first night, choose any player. It is unlikely that you will be able to nominate and execute the player that you want on the first day without knowing which characters are in play, so don't get too fussy about who you choose. You can always change your mind on night two.


* On the first few days of the game, pay attention to which players are seen as the most suspicious, or are the most likely to be executed. This could be because they are a character that is often killed early in the game, like a {{Good|Clockmaker}} or a {{Good|Slayer}}, or it could be because the player is acting shifty and staying silent about their character. If you can guess which players are likely to be executed the following day, choose that player tonight. This will drastically increase your chances of winning the game via your ability, since that player is likely to be executed by someone - hopefully you.  
* Find out the characters of your living neighbours. They will know you are the [[Gangster|<span style="color:#000080;">Gangster</span>]]. It is best if you know their characters too. Learn what they are before making any rash decisions on who to kill.  


* If you have chosen a player that is likely to be executed, pay attention to the Storyteller and how they are acting. If you get a good sense of when nominations are about to be called, you should be able to be the first player to make a nomination, which guarantees that it will be you to nominate the player you chose.  
* Talk to each living neighbour. Convince them to "give you permission" to kill the other player, even if they think the other player is good. You are good, so being able to kill either living neighbour at any time is a powerful, and hopefully helpful, option to have. You can always choose not to kill either player, even if both players want you to kill the other.  


* If you have chosen a player that is likely to be executed, but you feel it would look too suspicious to be overly-enthusiastic about nominating them, generate discussion that they should definitiely be executed, but let the good team decide on who should nominate them. If you are able to make yourself look like a good player, you might be able to convince them (or let them convince themselves) that it should be you to nominate them.  
* If you can, kill every day. Just by playing the odds, killing two players per day (one by execution and one by [[Gangster|<span style="color:#000080;">Gangster</span>]]) means that the good team is twice as likely to kill the Demon and win. Even if you think both your living neighbours are good, it's worth it.  


* If you don't think that you are likely to win via your Fearmonger ability, stop choosing new players each night. The fact that the good team will no longer be learning that the Fearmonger has chosen a player will often lead them to believe that the Fearmonger is dead. As they cast their gaze onto the dead players, trying to figure out which one is evil, they will likely interpret a good player that has given true information as an evil player that has given false information. This strategy works best when all dead players are good.  
* When choosing which player to kill, aim for evil players first. If you suspect someone of being evil, arrange for them to sleep with the fishes. If you don't really suspect either player of being evil, choose the player that has a character ability that seems less useful to the good team or the one that seems less willing to die.


* If you don't think that you are likely to win via your Fearmonger ability, choose a new player every night! If the good team is constantly reminded that a Fearmonger is in play, they are much less likely to vote for frivolous-seeming nominations. The more uncertain the good team is, the better for the evil team. Even reminding the good team publicly each day that they should be wary of the Fearmonger can make them reticent to cast their vote on nominated players, even evil nominated players. This strategy works best when there is more than one Minion in play, because if there is only one Minion in play, and the good team knows that the Fearmonger is still alive, they also know that all dead players are good, which is crucial information.  
* If you believe that both your neighbours are good, and they both have character abilities that will continue to be useful for the rest of the game, don't kill today and don't ask for each player to kill the other. This way, they can both use their abilities to the fullest. You probably won't want to kill a {{Good|Mayor}}, a {{Good|Sage}} or a {{Good|King}}, and if they die at night, then you will get to use your ability on a new living neighbour instead - your ability is also very useful, and it would be a shame to never use it.  


* If you are an evil player that isn't the Fearmonger, do everything you can to make the Fearmonger look like a good player. Often, the good team will want to find a single good player to make all the nominations, since that player is the most trusted. If you can imply that the Fearmonger is good by claiming to be a {{Good|Washerwoman}} who has learnt their character, or a {{Good|Juggler}} who has confirmed who they are, or even an {{Evil|Evil Twin}} who has died and heavily implied that the Fearmonger is the good twin, or something similar, this will help. If the good team trusts the Fearmonger to be the player most likely to be good, the Fearmonger should be able to nominate each day without suspicion.  
* If you think that a particular player is the Demon (or even a Minion), then kill players that are sitting between you and them. Hopefully, in a day or two, you and the Demon will be living neighbours and you can kill them with your ability.  


* If you are evil player, even if you are not the Fearmonger, nominate as much as you can get away with. The good team will often want to keep nominations to a minimum, pay close attention to not only the nominated player but also the nominating play, and not have a chaotic mess of too-many nominations to keep track of. If only a few people are nominating each day, and the majority of those players are evil, then the majority of the voting focus will be on good players (assuming that the evil players are not nominating the Demon).  
* Before the final day, request that the group exile you. An evil [[Gangster|<span style="color:#000080;">Gangster</span>]] that is alive when just 3 other players are left alive can win the game for the evil team by agreeing with the Demon to kill another player. Getting yourself exiled means that you won't be able to use your ability on the final day, but it will be a show of good faith to the good team. If the good team believes that you are good, they will look at your previous kills as the best choices of a good player, and not erroneously assume that you were just killing good players because you were evil.


* It is quite unlikely that the evil team will win directly via the Fearmonger's ability. In most games, the benefit of having a Fearmonger comes from the paranoia and over-cautiousness of the good team when they vote. If you can use this to your advantage by discouraging the execution of evil players, then the Fearmonger has had a large impact on the game, even if it might not seem like it to you. Sometimes, the Fearmonger can win the game for the evil team by a million tiny decisions that the good team are encouraged to make out of fear of what MIGHT happen, not what did happen.  
* Remember that you need your living neighbours to agree to use your ability. You can't just do it on their behalf. You'll need to make friends with them, and convince them that you are good and have the good team's interests at heart. They may not want you to use your ability, and with good reason.  
<br>
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== Fighting the Boomdandy ==
== Tips & Tricks (if you are evil) ==


* You start the game knowing that a Fearmonger is in play. This is something. In a one-Minion game, this means that you know three Minions which are not in the game, which is quite useful information to have. In a two Minion game, spending some time to figure out which is the other Minion character can be very helpful, and very achievable.  
* If both your living neighbours are good, turn them against each other. If they both think that they are both good, they are unlikely to kill each other. Find some way to imply that at least one of them is evil, and one is likely to kill the other.  


* As long as the Fearmonger chooses a new player each night, you know that the Fearmonger is still alive. In a one-Minion game, this will mean that all the dead players are good (since the Demon must also still be alive). Talk to the dead players, and trust what they say. They are on your side, and not only have valuable information to share, but a vote that you can count on.  
* If one of your living neighbours is evil, they have every reason to want to kill the other living neighbour. The trick won't be in convincing them to do it, but in coming up with a good reason why. Talk to your evil neighbour and help them formulate a valid reason to tell the group since evil players that are too gung-ho in using the Gangster may appear evil. You can even act reluctant to kill the other neighbour and claim that you are doing so only because there is no better choice.


* If you can convince the group that you are likely good, nominate every day. It doesn't matter who you nominate, or even if your nominations don't get enough votes. You can even ask the group to suggest who you should nominate each day. What matters is that a good player - you - is making a nomination each day. If you are nominating, and you are trusted, then the Fearmonger is much less likely to be nominating and be trusted. Your nomination is 100% confirmed to not grant evil the win via the Fearmonger ability, since you know you are not the Fearmonger. No other nominating player can give that level of certainty to you.  
* Get as many good players killed as possible. It doesn't matter how you do it. Every good player that dies is one fewer good player gaining information, one fewer player using an ability against the evil team,and one fewer good player voting.


* If you are not able to convince the group that you are good and therefore that your nomination can be trusted, work with the group to find to most confirmed good player. Talk to everyone and find out everything you can. Get this player to nominate each day, but discuss which player they should nominate. Of course, the choice is up to them, but having your input and the groups input can go a long way in getting the player that the group thinks is most deserving of execution nominated each day. If the group can decide which player to execute, and the group can decide which player should be the one to make that nomination, and that player is on board with the group's decision, then you can at least focus your attention on who needs to be executed.  
* Get any non-Demon player killed. Even if Minions die due to your ability, that means that the final day is sooner, and evil's victory is sooner. Similarly, if Outsiders die to your ability, then evil is closer to winning. Don't be too concerned about what each player's character is... as long as they are not the Demon, they are probably best dead.  


* Discourage frivolous nominations and voting. Only vote for players that you think are evil, but you are also convinced that the nominator is good.  
* Talk to any evil living neighbours before talking to any good living neighbours. Many players will want to kill the other player before that other player kills them, and talking to an evil neighbour first gives you a good excuse to kill the good player.  


* Pay attention to any players who seem too keen to nominate. They may be the Fearmonger.  
* Every so often, it is better for the evil team if certain characters die by execution. Characters such as the Good Twin (see the {{Evil|Evil Twin}}) or the {{Good|Saint}} lose the game for the good team if executed, so it is best to not kill them using your Gangster ability. Beware of pushing too hard here, though, as there's little reason for a good Gangster to not be willing to kill a {{Good|Saint}}.


* Each day, it is usually best to have a number of nominations that exceed the number of evil players. For example, if there are 2 evil players, have at least 3 people nominate. If there are 4 evil players, have at least 5 people nominate. This guarantees that at least one good player is nominating each day. If only evil players are nominating each day, only good players will be dying, and the chance of the good team winning will get smaller and smaller each day.
* If you suspect that a good neighbour is about to be nominated and executed, don't kill them with your Gangster ability today. A death by the Gangster's ability doesn't count as an execution, and the day will continue afterwards. It is more helpful to the evil team if the day ends after the death occurs, so that the Demon can't accidentally be executed today as well.  


* It is quite unlikely that the evil team will win via the Fearmonger's ability. It does happen, but it happens far less than the standard win conditions. The bigger danger is the good team becoming paralysed and undecided on who to execute. Too much carelessness can certainly make it likely that the Fearmonger will nominate and execute, but too much concern will mean that the good players don't execute at all. Aim for a nice middle-ground.  
* Choose players to die so that the distance between you and the Demon is maximised. Since the Gangster can only kill living neighbours, the good players may have some very strong opinions on which of your living neighbours should die. If one of your living neighbours is the Demon, they may put a lot of pressure on you to kill them, and while you can always choose not to, this may end up looking incredibly suspicious and reveal that you are evil and know who the Demon is. It is best to avoid this situation by never neighbouring the Demon in the first place. When the Demon is sitting 2, 3, 4, or more players away from you, keep it that way by killing players in the opposite direction.


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Travellers]]

Revision as of 22:51, 5 March 2023

Icon gangster.png

"I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too."

Information

Type Traveller

The Gangster lets their neighbours kill each other.

Character Text

"Once per day, you may choose to kill a living neighbor, if your other living neighbor agrees."

Examples

The Gangster neighbours the Chambermaid and the Poppy Grower, but they are both dead. The Gangster’s two living neighbours are the Engineer and the Po. The Gangster talks with the Po and offers to kill the Engineer. The Po declines. The Gangster talks with the Engineer and the Engineer asks the Gangster to kill the Po. The Gangster agrees, and the Po dies. Good wins.

The Gangster neighbours the Fool and the Sage. The Sage and the Gangster kill the Fool but the Fool doesn’t die, because of the Fool's ability. The Gangster may not use their ability again today.

On the third day, the Deviant was slightly funny, and cannot be exiled. On the fourth day, the Deviant was not very funny, and is successfully exiled.

Tips & Tricks (if you are good)

  • Find out the characters of your living neighbours. They will know you are the Gangster. It is best if you know their characters too. Learn what they are before making any rash decisions on who to kill.
  • Talk to each living neighbour. Convince them to "give you permission" to kill the other player, even if they think the other player is good. You are good, so being able to kill either living neighbour at any time is a powerful, and hopefully helpful, option to have. You can always choose not to kill either player, even if both players want you to kill the other.
  • If you can, kill every day. Just by playing the odds, killing two players per day (one by execution and one by Gangster) means that the good team is twice as likely to kill the Demon and win. Even if you think both your living neighbours are good, it's worth it.
  • When choosing which player to kill, aim for evil players first. If you suspect someone of being evil, arrange for them to sleep with the fishes. If you don't really suspect either player of being evil, choose the player that has a character ability that seems less useful to the good team or the one that seems less willing to die.
  • If you believe that both your neighbours are good, and they both have character abilities that will continue to be useful for the rest of the game, don't kill today and don't ask for each player to kill the other. This way, they can both use their abilities to the fullest. You probably won't want to kill a Mayor, a Sage or a King, and if they die at night, then you will get to use your ability on a new living neighbour instead - your ability is also very useful, and it would be a shame to never use it.
  • If you think that a particular player is the Demon (or even a Minion), then kill players that are sitting between you and them. Hopefully, in a day or two, you and the Demon will be living neighbours and you can kill them with your ability.
  • Before the final day, request that the group exile you. An evil Gangster that is alive when just 3 other players are left alive can win the game for the evil team by agreeing with the Demon to kill another player. Getting yourself exiled means that you won't be able to use your ability on the final day, but it will be a show of good faith to the good team. If the good team believes that you are good, they will look at your previous kills as the best choices of a good player, and not erroneously assume that you were just killing good players because you were evil.
  • Remember that you need your living neighbours to agree to use your ability. You can't just do it on their behalf. You'll need to make friends with them, and convince them that you are good and have the good team's interests at heart. They may not want you to use your ability, and with good reason.


Tips & Tricks (if you are evil)

  • If both your living neighbours are good, turn them against each other. If they both think that they are both good, they are unlikely to kill each other. Find some way to imply that at least one of them is evil, and one is likely to kill the other.
  • If one of your living neighbours is evil, they have every reason to want to kill the other living neighbour. The trick won't be in convincing them to do it, but in coming up with a good reason why. Talk to your evil neighbour and help them formulate a valid reason to tell the group since evil players that are too gung-ho in using the Gangster may appear evil. You can even act reluctant to kill the other neighbour and claim that you are doing so only because there is no better choice.
  • Get as many good players killed as possible. It doesn't matter how you do it. Every good player that dies is one fewer good player gaining information, one fewer player using an ability against the evil team,and one fewer good player voting.
  • Get any non-Demon player killed. Even if Minions die due to your ability, that means that the final day is sooner, and evil's victory is sooner. Similarly, if Outsiders die to your ability, then evil is closer to winning. Don't be too concerned about what each player's character is... as long as they are not the Demon, they are probably best dead.
  • Talk to any evil living neighbours before talking to any good living neighbours. Many players will want to kill the other player before that other player kills them, and talking to an evil neighbour first gives you a good excuse to kill the good player.
  • Every so often, it is better for the evil team if certain characters die by execution. Characters such as the Good Twin (see the Evil Twin) or the Saint lose the game for the good team if executed, so it is best to not kill them using your Gangster ability. Beware of pushing too hard here, though, as there's little reason for a good Gangster to not be willing to kill a Saint.
  • If you suspect that a good neighbour is about to be nominated and executed, don't kill them with your Gangster ability today. A death by the Gangster's ability doesn't count as an execution, and the day will continue afterwards. It is more helpful to the evil team if the day ends after the death occurs, so that the Demon can't accidentally be executed today as well.
  • Choose players to die so that the distance between you and the Demon is maximised. Since the Gangster can only kill living neighbours, the good players may have some very strong opinions on which of your living neighbours should die. If one of your living neighbours is the Demon, they may put a lot of pressure on you to kill them, and while you can always choose not to, this may end up looking incredibly suspicious and reveal that you are evil and know who the Demon is. It is best to avoid this situation by never neighbouring the Demon in the first place. When the Demon is sitting 2, 3, 4, or more players away from you, keep it that way by killing players in the opposite direction.