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Klutz and Goon: Difference between pages

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[[File:icon_klutz.png|250px]]
[[File:icon_goon.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>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Caitlin Murphy</td>
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</tr>
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</table>


<p class='flavour'>"Oops."</p>
<p class='flavour'>"Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]
[[File:logo_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses."
"Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment."


The Klutz might accidentally lose the game for their team, unless they are clever.
The Goon is immune to other characters at night, but keeps changing allegiances.
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<div class='example'>
The Klutz dies by execution. After much yelling and confusion, the Klutz chooses a player—who is secretly the {{Good|Seamstress}}. Night falls, and the game continues.
The {{Good|Courtier}} chooses the Goon. The Goon turns good, and the {{Good|Courtier}} becomes drunk.
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<div class='example'>
<div class='example'>
The Demon kills Dave, the Klutz. In the morning, when the Storyteller informs the group that Dave is dead, Dave says "Ok everybody, I was the Klutz" and after discussion for a few minutes, Dave publicly chooses the player that is the Demon. The game ends immediately and evil rejoices.
The {{Evil|Shabaloth}} attacks the Goon, then the {{Good|Gossip}}. Since the {{Evil|Shabaloth}} became drunk as soon as they chose the Goon, neither player dies tonight, and the Goon turns evil. The next night, the {{Evil|Shabaloth}} attacks the {{Good|Gambler}} then the Goon. The {{Good|Gambler}} dies, then the {{Evil|Shabaloth}} becomes drunk again. The Goon is still alive and still evil.
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<div class='example'>
The {{Good|Chambermaid}} chooses the Goon and the {{Good|Minstrel}}, and learns a "1" because the {{Good|Chambermaid}} is drunk.
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<div class='example'>
The {{Good|Tea Lady}} neighbours the good Goon and the {{Good|Tinker}}. The {{Good|Tinker}} is executed, but does not die. The next day, the Goon is evil. The {{Good|Tinker}} is executed again and dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* Like nearly all Outsiders in Sects & Violets, you should avoid dying if at all possible. Your ability is particularly nasty as it can end the game if you choose poorly, but it only becoming an issue if you actually die!
* The Goon is in an interesting position compared to other players, as you can never be quite sure what team you'll be playing for until the very end. It is to your advantage to sit quietly, bluff as something else, and see how the game unfolds - your alignment switches will give you a ton of info, and you'll be in a good position to aid your team near the end of the game... no matter what side you're on.
 
* If the good team is floundering, you ''can'' die deliberately and confirm someone as good by choosing them. Your ability yields incredibly powerful information for incredibly high risk. Knowing for sure that someone is good allows you to trust them completely, a very rare thing in this edition! Similar to the {{Good|Snake Charmer}}, your information can also not be interfered with by the {{Evil|Vortox}}, meaning that you suspect that demon is in play, you don't have to worry about your information being false. ('''Note:''' While this all sounds incredibly useful and even tempting, remember that choosing carelessly will lose you the game!)


* Before you die, work with the other players and try to find one alive player you believe is good, so you have a safe choice to pick in the event you accidentally die. (It's up to you if you want to reveal your identity before death to this player - if you do, they may be more inclined to trust you while you're both alive. If you don't, your choice will be more of a surprise, but it will look less like you're colluding with that player. It all depends on how the group is leaning right now.)
* Alternatively, and especially if you turn evil early - just come out! Letting both teams know you're in play can get them to fight for your allegiance, which is always entertaining. This also has the effect of letting players on both sides know that targeting you is a bad option... if that's something you'd like to get across. Note that this can be risky if you have a bloodthirsty town keen for executions - they could simply kill you for the crime of maybe being evil. You can try to stay their hand though - point out that once you're dead, your alignment is locked in since you will lose your ability, but if they let you live? Well, they can always turn you good again!


* Don't pick players who are doubling up their character claim with another player - in most cases, a double up means one of the two is evil, which gives you a 50/50 chance to lose! This includes the {{Evil|Evil Twin}} and their good twin, since it is very difficult to tell for sure which one is actually evil. Aim for players with unique character claims instead.
* It is unlikely that you will die at night. Thanks to your powerful ability, other character's abilities will malfunction before they even get close - this is true even of the {{Evil|Pukka}}, who malfunctions before they can poison you. (Beware the {{Evil|Assassin}} though, who trumps you - the evil team ''can'' remove you if you annoy them too much!)


* If the group is keen to execute you, you can pre-empt the voting by loudly proclaiming which player you WILL choose as the Klutz after you die. If the group thinks that this player might be evil, they are less likely to kill you, which helps the good team. After this, if the Demon doesn't kill you that night, it probably means that the Demon did not want to kill you because it knows that you would choose a good player anyway.
* As you approach the end of the game, the alignment you currently are is probably the team you will be winning or losing with. If you are good, this means it is time to help - reveal who you are and give out your information! If your alignment switched on certain nights, that can be indications of when abilities failed, and can expose evil players using your silence as a safe space to bluff in. Once you do this, you'll ''really'' want to get the demon ASAP - the evil team could flip you if there's another night or two, and if that's the case you could very well hand the good team what they need to win and then not get to enjoy it.


* If you die, and choose a player, and the game does not end, you can be almost certain that that player is good. Since the Klutz is not affected by the {{Evil|Vortox}}, the {{Evil|No Dashii}}, and probably not by the {{Good|Sweetheart}} or {{Good|Philosopher}}, then you can safely assume that you are not drunk or poisoned.
* If you are evil near the end of the game, it is time to sow some chaos (if you haven't been already!). While you have the option of revealing as the Goon and claiming to be good, this is not remotely your only option - you can bluff as anything you like to create confusion, or even just to keep up the facade that you are good when you are in fact a secret fourth evil vote. Trying to find the other evil players may be a good idea at this point too, so you can be sure you're coordinating with the right bunch of dastardly ne'er-do-wells.
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== Bluffing as the Klutz ==
== Bluffing as the Goon ==
 
When bluffing as the Klutz, there are a few things you should keep in mind:
 
* Die! Getting yourself killed and then claiming to be the Klutz can be a game-changer. Some evil characters even naturally result in dead evil players as the game proceeds, which makes the Klutz an even more viable bluff than usual. If you are a {{Evil|Fang Gu}} that just passed on their ability, or a minion who was just killed by their {{Evil|Vigormortis}}, go all in and give the good team a real fright.


* When you "choose a player" as the Klutz, you have a few options:
When bluffing as the Goon, there are a few things you should keep in mind:
** Choose a player that you know to be good, and that the group thinks is good - this will endear you to the player in question, and make you look more trustworthy to the group, which in turn means people will listen to you, your lies, and your misinformation.
** If your Klutz claim is solid and believed, choose a player you know to be evil - since the group believes you, they will believe that this player is good, and they will be protected from scrutiny for at least a while!
** If your Klutz claim is dubious, choose a player that you know is good but the group is uncertain about. This will lump this player in with you for the rest of the game, and if you come out under fire as actually evil, so will they.
** Finally, if your Klutz claim is dubious and your group is savvy to the idea that you would try and drag a good player down with you, double bluff them by picking an evil player, making them look good at your expense. The more you insist they're evil, the more the group will insist they're good!


* The Klutz is a good back-up bluff. Either stay quiet about your role or bluff as a different character, and then admit you are the Klutz ''later''. Since this is what a real Klutz would do, you will be more believable than if you simply came out as the Klutz without any fanfare.  
* The Goon can be a tricky bluff. You may want to stay silent about being the Goon for the first half of the game, or bluff as something else initially. Most Goons that come out as the Goon early in the game are killed by the good team, because the good team is afraid that a Goon will turn evil and be a liability. The good news is that staying silent about your character for a few days allows you to watch and listen, and pay attention to the things that will make your Goon bluff more believable, such as who is dying at night-time, and which "choose a character at night" characters are in play.


* A fun option for players fond of the long game is to tell one or two players in private that you are the Klutz while bluffing as something else publicly. This is a great way to build up trust with good players, as you can argue this secret reveal is because you trust them ''not'' to kill you. Players like to be trusted, and until they have information that cast suspicion on your claim will likely be inclined to return the favor. You can then have all sorts of fun - for example, get these players spreading misinformation on your behalf, confusing the available information while you barely lift a finger!
* If you are bluffing as the Goon, the good team will want to know when you turned evil and when you turned good. Each time you turned evil would normally coincide with fewer deaths that night - since an evil player attacked you, nobody died due to their ability. Nights you "turned evil" will need to be chosen well, if the good team is to believe you. Also, you will need to know which good players chose you on which nights, if you are to believably claim that you turned good again on that night. You can request that good players choose you at night time so that you turn good, or you can simply claim that you turned good after the player in question mentions that they chose you at night time.


* Revealing you're the Klutz while still alive isn't optimal, but there's a couple of scenarios where it can become very necessary. For example, you might simply be trying to avoid execution! Another clever reason is when you are faced with a scenario where the number of publicly revealed Outsiders equals the number of Outsiders that are meant to be in the game - this gives the good team a lot of information about what sort of evil is in play, and makes those Outsiders trustworthy good players. By revealing yourself, you muddy the narrative, making all Outsiders in the game look dubious ''and'' introduce the idea that the demon is the {{Evil|Fang Gu}}. Finally, it's probably for the best to "reveal" near the end of the game, preferably on final day if the good team don't pressure you too much - it doesn't make much sense to hide when you no longer "fear" being killed by the demon!
* A riskier strategy, but one that sometime works, is to tell the group that you are the evil Goon early in the game. Since a Goon can change alignment many times whilst they live, but they stop changing alignment when they die (because the have no ability), an evil Goon that is executed will stay evil for the rest of the game. This means that it is in the good team's interest to keep an evil Goon alive for a day or three, in the hope that the Goon will turn good again. Unusually, it is of benefit to the good team to execute a good Goon, and to keep an evil Goon alive...at least in the early stages of the game. You can use this to your advantage by claiming to be an evil Goon in the early game, then a good Goon in the late game.


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[[Category:Sects & Violets]]
[[Category:Bad Moon Rising]]
[[Category:Outsider]]
[[Category:Outsider]]

Revision as of 15:02, 22 March 2023

Icon goon.png Information

Type Outsider
Artist Caitlin Murphy

"Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'"

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment."

The Goon is immune to other characters at night, but keeps changing allegiances.

How to Run

Examples

The Courtier chooses the Goon. The Goon turns good, and the Courtier becomes drunk.

The Shabaloth attacks the Goon, then the Gossip. Since the Shabaloth became drunk as soon as they chose the Goon, neither player dies tonight, and the Goon turns evil. The next night, the Shabaloth attacks the Gambler then the Goon. The Gambler dies, then the Shabaloth becomes drunk again. The Goon is still alive and still evil.

The Chambermaid chooses the Goon and the Minstrel, and learns a "1" because the Chambermaid is drunk.

The Tea Lady neighbours the good Goon and the Tinker. The Tinker is executed, but does not die. The next day, the Goon is evil. The Tinker is executed again and dies.

Tips & Tricks

  • The Goon is in an interesting position compared to other players, as you can never be quite sure what team you'll be playing for until the very end. It is to your advantage to sit quietly, bluff as something else, and see how the game unfolds - your alignment switches will give you a ton of info, and you'll be in a good position to aid your team near the end of the game... no matter what side you're on.
  • Alternatively, and especially if you turn evil early - just come out! Letting both teams know you're in play can get them to fight for your allegiance, which is always entertaining. This also has the effect of letting players on both sides know that targeting you is a bad option... if that's something you'd like to get across. Note that this can be risky if you have a bloodthirsty town keen for executions - they could simply kill you for the crime of maybe being evil. You can try to stay their hand though - point out that once you're dead, your alignment is locked in since you will lose your ability, but if they let you live? Well, they can always turn you good again!
  • It is unlikely that you will die at night. Thanks to your powerful ability, other character's abilities will malfunction before they even get close - this is true even of the Pukka, who malfunctions before they can poison you. (Beware the Assassin though, who trumps you - the evil team can remove you if you annoy them too much!)
  • As you approach the end of the game, the alignment you currently are is probably the team you will be winning or losing with. If you are good, this means it is time to help - reveal who you are and give out your information! If your alignment switched on certain nights, that can be indications of when abilities failed, and can expose evil players using your silence as a safe space to bluff in. Once you do this, you'll really want to get the demon ASAP - the evil team could flip you if there's another night or two, and if that's the case you could very well hand the good team what they need to win and then not get to enjoy it.
  • If you are evil near the end of the game, it is time to sow some chaos (if you haven't been already!). While you have the option of revealing as the Goon and claiming to be good, this is not remotely your only option - you can bluff as anything you like to create confusion, or even just to keep up the facade that you are good when you are in fact a secret fourth evil vote. Trying to find the other evil players may be a good idea at this point too, so you can be sure you're coordinating with the right bunch of dastardly ne'er-do-wells.

Bluffing as the Goon

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

  • The Goon can be a tricky bluff. You may want to stay silent about being the Goon for the first half of the game, or bluff as something else initially. Most Goons that come out as the Goon early in the game are killed by the good team, because the good team is afraid that a Goon will turn evil and be a liability. The good news is that staying silent about your character for a few days allows you to watch and listen, and pay attention to the things that will make your Goon bluff more believable, such as who is dying at night-time, and which "choose a character at night" characters are in play.
  • If you are bluffing as the Goon, the good team will want to know when you turned evil and when you turned good. Each time you turned evil would normally coincide with fewer deaths that night - since an evil player attacked you, nobody died due to their ability. Nights you "turned evil" will need to be chosen well, if the good team is to believe you. Also, you will need to know which good players chose you on which nights, if you are to believably claim that you turned good again on that night. You can request that good players choose you at night time so that you turn good, or you can simply claim that you turned good after the player in question mentions that they chose you at night time.
  • A riskier strategy, but one that sometime works, is to tell the group that you are the evil Goon early in the game. Since a Goon can change alignment many times whilst they live, but they stop changing alignment when they die (because the have no ability), an evil Goon that is executed will stay evil for the rest of the game. This means that it is in the good team's interest to keep an evil Goon alive for a day or three, in the hope that the Goon will turn good again. Unusually, it is of benefit to the good team to execute a good Goon, and to keep an evil Goon alive...at least in the early stages of the game. You can use this to your advantage by claiming to be an evil Goon in the early game, then a good Goon in the late game.