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Goon and Tinker: Difference between pages

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


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


<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>
<p class='flavour'>"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."</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>
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<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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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment."
"You might die at any time."


The Goon is immune to other characters at night, but keeps changing allegiances.
The Tinker can die at any time, for no reason.
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*  
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<div class='example'>
<div class='example'>
The {{Good|Courtier}} chooses the Goon. The Goon turns good, and the {{Good|Courtier}} becomes drunk.
During the night, the Tinker dies, even though the Demon attacked a different player.
</div>
</div>


<div class='example'>
<div class='example'>
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.
The {{Good|Tea Lady}} sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Chambermaid}} chooses the Goon and the {{Good|Minstrel}}, and learns a "1" because the {{Good|Chambermaid}} is drunk.  
The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the {{Good|Innkeeper}}. Later that night, the {{Good|Innkeeper}} dies, so the Storyteller chooses to kill the Tinker too.
</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 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.
* The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!


* 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!
* Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily {{Evil|Assassin}}), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the {{Good|Exorcist}}, you might die instead to create the impression of the demon still acting. If the {{Good|Exorcist}} player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a {{Evil|Shabaloth}}, when the demon is in fact a {{Evil|Pukka}}.


* 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!)
* Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you ''must'' be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.


* 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.
* The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually ''seem'' random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose ''not'' to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)


* 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.
* Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.
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== Bluffing as the Goon ==
== Bluffing as the Tinker ==
 
When bluffing as the Tinker, there are a few things you should keep in mind:
 
* Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the {{Evil|Zombuul}}, or if you are a Demon with a {{Evil|Mastermind}} in play, feel free to die (preferably at night), to make your bluff seem legitimate.


When bluffing as the Goon, there are a few things you should keep in mind:
* If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the {{Good|Gambler}}, {{Good|Gossip}}, or {{Good|Grandmother}}.


* 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 stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.


* 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.
* The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.


* 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.
* If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.


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Revision as of 15:20, 22 March 2023

Icon tinker.png Information

Type Outsider
Artist Aiden Roberts

"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."

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

"You might die at any time."

The Tinker can die at any time, for no reason.

How to Run

Examples

During the night, the Tinker dies, even though the Demon attacked a different player.

The Tea Lady sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.

The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the Innkeeper. Later that night, the Innkeeper dies, so the Storyteller chooses to kill the Tinker too.

Tips & Tricks

  • The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!
  • Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily Assassin), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the Exorcist, you might die instead to create the impression of the demon still acting. If the Exorcist player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a Shabaloth, when the demon is in fact a Pukka.
  • Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you must be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.
  • The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually seem random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose not to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)
  • Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.

Bluffing as the Tinker

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

  • Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the Zombuul, or if you are a Demon with a Mastermind in play, feel free to die (preferably at night), to make your bluff seem legitimate.
  • If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the Gambler, Gossip, or Grandmother.
  • If you stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.
  • The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.
  • If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.