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Butler and Goon: Difference between pages

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[[File:icon_butler.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'>"Yes, sir...<br>
<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>
No, sir...<br>
Certainly, sir."</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_trouble_brewing.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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/45385559/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-11-27%2F239661119-44100-2-107a571c26dd7.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."
"Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment."


The Butler may only vote when their Master (another player) votes.
The Goon is immune to other characters at night, but keeps changing allegiances.
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<div class='example'>
The Butler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Butler may too. If not, then the Butler may not raise their hand
The {{Good|Courtier}} chooses the Goon. The Goon turns good, and the {{Good|Courtier}} becomes drunk.
</div>
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<div class='example'>
<div class='example'>
A nomination is in progress. The Butler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Butler must lower their hand immediately.
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'>
<div class='example'>
The Butler is dead. Because dead players have no ability, the Butler may vote with their vote token at any time.
The {{Good|Chambermaid}} chooses the Goon and the {{Good|Minstrel}}, and learns a "1" because the {{Good|Chambermaid}} is drunk.  
</div>
 
<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 ==


* The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.
* 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 you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.


* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!
* 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!


* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.
* 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!)


* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.
* 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 particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Butler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.
* 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.
 
* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?
 
* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.
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== Bluffing as the Butler ==
== Bluffing as the Goon ==
 
When bluffing as the Butler, there are a few things you should keep in mind:
 
* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.
 
* Nobody suspects the Butler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Butler is a great bluff for good and evil players alike.
 
* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.
 
* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!


* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.
When bluffing as the Goon, there are a few things you should keep in mind:


* If you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!
* 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.


* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.
* 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.


* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.
* 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:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Outsiders]]
[[Category:Outsiders]]

Revision as of 15:20, 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.