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Politician and Devil's Advocate: Difference between pages

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[[File:icon_politician.png|250px]]
[[File:icon_devilsadvocate.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>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Minion|Minion]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"I'm glad you asked that question. Truly, I am. But I think the REAL question here is..."</p>
<p class='flavour'>"My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply'' prima face, ''which is, as Wills vs Thule set precedent for, further reason to acquit."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/61788082/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-11-6%2F301512689-44100-2-3db86b4cb6e1b.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"If you were the player most responsible for your team losing, you change alignment & win, even if dead."
"Each night, choose a living player (different to last night): if executed tomorrow, they don't die."


The Politician changes teams if they are losing.
The Devil's Advocate saves players from execution.
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<div class='example'>
<div class='example'>
The Politician has been trying to execute the Demon all game, without success. With just three players alive, the Politician convinces the group to not execute, since someone is claiming to be the {{Good|Mayor}}. There is no execution, and evil wins because a Minion was bluffing as the {{Good|Mayor}}. The Politician wins too.
At night, the Devil's Advocate protects themself. The next day, the Devil's Advocate is executed but remains alive.
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<div class='example'>
On the final day, the Politician votes for the {{Good|Empath}}, and tells the group that the {{Good|Empath}} is evil. The {{Good|Saint}} is executed instead. The Storyteller judges that the good team lost due to their own actions as a group, not just the bad advice of the Politician. Good loses, and the Politician loses.
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<div class='example'>
<div class='example'>
The Politician, believing that evil is winning, bluffs as the {{Good|Atheist}}. The Storyteller is executed. Evil wins, and the Politician wins too.
The Devil's Advocate protects the {{Evil|Zombuul}}. The {{Evil|Zombuul}} is executed but remains alive, so their life token is not flipped. The next day, the {{Evil|Zombuul}} is executed again and registers as dead.
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<div class='example'>
<div class='example'>
On the final day, the Politician ties the vote, forcing no execution to occur. That night, the Demon kills a player, making evil win. The Politician wins too.
The Devil's Advocate protects the {{Good|Grandmother}}. The {{Good|Grandmother}} is executed but remains alive. Later, the Devil's Advocate protects the {{Good|Tinker}}. The {{Good|Tinker}} is executed, but the Storyteller kills the {{Good|Tinker}} anyway, due to the {{Good|Tinker}} ability. Later, the Devil's Advocate protects the {{Good|Moonchild}}, and the {{Traveler|Judge}} forces the execution to succeed&mdash;the execution succeeds, but the {{Good|Moonchild}} remains alive.
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== Tips & Tricks ==
== Tips & Tricks ==


* Come out with a bluff on day 1, and then stick with it. Don’t deviate from your claim, don’t change up your story, remain a consistent, static source of false information, and an unfailing obstacle to the good team’s ability to piece together the truth. Claim to be an {{Good|Artist}} who learned that {{Evil|Legion}} is in play, and force the good team to take that into account.
* The Devil's Advocate interferes with due process, keeping nominated players alive even if their execution succeeds. As you can imagine, a clever player with a good sense of timing can use this ability to undermine the good team's strongest ability to hunt down the demon!
 
* Bluff as extreme and ridiculous as you can! The more outlandish your bluff, the more chance that you will be the player most responsible for the loss, should the good team believe it! Pretend to be the {{Good|Atheist}}! Pretend a {{Good|Saint}} is your {{Evil|Evil Twin}}! Claim that you were Snakecharmed, then turned into the {{Good|Klutz}}! Dominate the game with your crazy schemes and spread as much misinformation as possible. If the good team believes you, you can lock in a win for the evil team. Even if they don’t, the havoc you have bring may be enough to lose the game for the good team anyway.
 
* Bluff quietly and well. Do everything you can to make sure no one suspects you are the Politician, then feed in a crucial piece of misinformation at the last possible second. Come out with a piece of false {{Good|Seamstress}} information on the final day that frames a good player as evil, and clinch the win.
 
* Make up some false information, and go hard after a specific player. Pretend to be an {{Good|Investigator}}, a {{Good|Fortune Teller}}, a {{Good|Bounty Hunter}}, and set up another player as evil. If they’re good, this can be the deciding factor that clinches a win for the evil team. If you accidentally get the Demon killed, well, you win anyway.
 
* Pay attention to character win or lose conditions. Then try and trigger them. If you can engineer the execution of a {{Evil|Goblin}}, or a good Twin, or a second good player in a {{Evil|Leviathan}} game, your victory is all but assured.
 
* Make sure the Storyteller sees your efforts. Being a minor contributor to the good team’s downfall isn’t going to cut it. Make sure the Storyteller is aware that you are the player most responsible for your team losing.
 
* Don’t rock the boat on the Outsider count. If there should only be one Outsider in play, and someone else is claiming to be the {{Good|Recluse}}, don’t challenge them. Remain hidden, and leave the good team in the dark – that single piece of misinformation about the Outsider count could be enough to win the day.
 
* If good seems like they are on track to win, come out. Remember, you can win with the good team too. The information you can provide – which evil players are going along with your evil schemes, who has reacted to you double-claiming their characters, that you are an Outsider - could be the piece needed to win the game.


* Try and catch characters who detect alignment (but not character) in your schemes. Convince a {{Good|Seamstress}} to check you against a confirmed good player, or a {{Good|Moonchild}} to choose you after they die. Remember, you register as good – having you confirmed in their eyes can lead a lot of credence to your devious claims.
* Protect your demon - if you believe they are due for execution! Since your protection can't work on the same player twice in a row, timing the days you pick the demon is pretty important - if you leave them high and dry on a day when the town is getting bloodthirsty, that could cost you and the evil team the game! Pay close attention to the good team, their information, and where their suspicion is leading.


* Have characters with powerful, single-use abilities expend them on you. Convince a {{Good|Slayer}} to shoot you, nominate a {{Good|Virgin}}, or convince a {{Good|Professor}} to try and resurrect you. Make them use up their powerful abilities on a Politician, and undermine their efforts to gather information and make progress.
* If you survive to the final day, set yourself up to be protecting your demon. (Beware the {{Good|Minstrel}} or the {{Good|Innkeeper}} being alive at this point though - they may be able to execute you and then interrupt the demon's ability that way, thus overturning you at the last possible moment.)


* Tie the vote on the final day. Even if you are dead. This is MEAN, but it works! If the good team doesn't execute on the final day, and then the Demon kills that night, evil will win. To win as the Politician using this method, you will need to be the player that cast the crucial vote - if the good team accidentally tied the vote, you will lose too. Your ability says "If you were the player MOST responsible..."
* Protect yourself and the other minions. Even though the demon should really be your top priority, the more evil players alive, the better! This is especially true if you have a {{Evil|Mastermind}}, who only benefits if they survive when all else fails, or even just an {{Evil|Assassin}} who hasn't gotten to stab anyone yet. Just like with the demon, pay attention to who the good team is suspicious of, and try to time who you grant immunity to with their targets.


* Don't nominate at all on the final day if you think the other alive players are all evil. This will prevent the Demon from being nominated at all.  
* Protect good players that you think will be executed - this has the advantage of making those players look ''incredibly'' suspicious, especially if the good team already knows (or suspects) you are in play. While other effects could save a good player from their execution, a well timed save coupled with a whisper campaign or just old-fashioned good team paranoia will see them turn on the poor schmuck.


* If a Politician is on the script and you are not the Politician, be very careful who you trust. The Politician may be in play, throwing all manner of spanners in the works, yet registering as a good player. Just because someone appears good to a character like the {{Good|Seamstress}}, {{Good|Empath}} or {{Good|Noble}}, doesn't mean that you can trust them. Even if you are certain that nobody is drunk or poisoned. 
* You can use your ability to recreate the behaviour of good character abilities that protect from execution - for example, the {{Good|Tea Lady}}, {{Good|Sailor}} or {{Good|Pacifist}}. Out of all of these, the {{Good|Pacifist}} is the easiest claim since its activation is random, and so the good team cannot try to 'test' you by executing the same player twice in a row - but if you think you can get away with it, your bluff will look extra solid!
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== Bluffing as the Politician ==
== Fighting the Devil's Advocate ==
 
When bluffing as the Politician, there are a few things you should keep in mind:
 
* It can be a lot of fun to tease the player group, by hinting that you are the Politician without outright coming out as the Politician. By being so over-the-top, you might make other players second guess themselves. Plus, it’s just awesome being outrageous. Then maybe hint that you're the {{Evil|Goblin}} if it's on the script and make them triple doubt themselves.
 
* If you’re on the chopping block as an evil player, claim that you’re the Politician as a way to explain away your shady or evil actions. Promise to be good if they keep you alive. And then continue to hold this threat over their heads if they don't. However, using the Politician as a back up bluff can still backfire as people might want to execute you to reduce your voting and nominating ability.


* If you think good is winning, claim that you’re the Politician just to throw a massive spanner into the works. Suddenly there’s a potentially extra evil vote in play, which the group has to take into account and it puts a lot more pressure on controlling the vote.  
* When a player is executed but doesn't die, do whatever you can to determine the cause. There may be a {{Good|Tea Lady}} or a {{Good|Pacifist}} in-play, or the executed player may be a {{Good|Fool}} or a {{Good|Sailor}}. If you think the executed player was good, you can keep them alive, but if you think that the player was evil and protected by a Devil's Advocate, then execute them again later on.


* Tell a few people discreetly that you’re the Politician, so that your shady and evil actions seem much more plausible later on. Afterwards, shamelessly nominate the {{Good|Saint}} and try to get them executed, or try to get the wrong twin from the {{Evil|Evil Twin}} pair executed.  
* Execute suspicious players twice in a row. Since the Devil's Advocate can not protect the same player twice in a row, killing a player tomorrow if they survived an execution today is a sure way to circumvent a tricky DA.


* Tell one or two players that you’re secretly a Politician, and suggest that they can make it worth your while not to undermine the good team. Use the threat of you possibly turning evil as a way to get the good team to do your own dirty work. Nothing more fun than a cat’s paw. Direct which players the {{Good|Lycanthrope}} chooses at night, get the good team to rat out the {{Good|Poppy Grower}}.
* If you believe someone is evil and pushing very intensely for the execution of a particular player, wait a day and execute that player tomorrow instead. The Devil's Advocate wants you to execute their protected player, so if you pay attention to which players are pushing hard for particular players to be executed, you can avoid them using their power, whilst still executing the player(s) you want to.


* Bluff as the Politician when there is already a Politician claim! This creates a lot of chaos and noise as players don’t know which player to believe. Best of all, you can lean into this nonsense by upping the stakes and gunning for the most evil action.
* Once you have figured out a Devil's Advocate is in play, hunt them down immediately! Whilst some other Minions can be ignored, the Devil's Advocate can not. For example, if you learn which player the {{Evil|Baron}} is, you are probably best focusing your execution attentions on different player, and keeping the {{Evil|Baron}} alive. Or, if you figure out which player is the {{Evil|Assassin}}, it may be best to keep the {{Evil|Assassin}} alive and put all your efforts into hunting the Demon. However, a Devil's Advocate really, really, needs to die for good to win. Hunt the Devil's Advocate down and kill them before focusing your attentions on the Demon if at all possible.


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[[Category:Experimental Characters]]
[[Category:Bad Moon Rising]]
[[Category:Outsiders]]
[[Category:Minions]]

Revision as of 16:16, 22 March 2023

Icon devilsadvocate.png Information

Type Minion
Artist Aiden Roberts

"My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima face, which is, as Wills vs Thule set precedent for, further reason to acquit."

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, choose a living player (different to last night): if executed tomorrow, they don't die."

The Devil's Advocate saves players from execution.

How to Run

Examples

At night, the Devil's Advocate protects themself. The next day, the Devil's Advocate is executed but remains alive.

The Devil's Advocate protects the Zombuul. The Zombuul is executed but remains alive, so their life token is not flipped. The next day, the Zombuul is executed again and registers as dead.

The Devil's Advocate protects the Grandmother. The Grandmother is executed but remains alive. Later, the Devil's Advocate protects the Tinker. The Tinker is executed, but the Storyteller kills the Tinker anyway, due to the Tinker ability. Later, the Devil's Advocate protects the Moonchild, and the Judge forces the execution to succeed—the execution succeeds, but the Moonchild remains alive.

Tips & Tricks

  • The Devil's Advocate interferes with due process, keeping nominated players alive even if their execution succeeds. As you can imagine, a clever player with a good sense of timing can use this ability to undermine the good team's strongest ability to hunt down the demon!
  • Protect your demon - if you believe they are due for execution! Since your protection can't work on the same player twice in a row, timing the days you pick the demon is pretty important - if you leave them high and dry on a day when the town is getting bloodthirsty, that could cost you and the evil team the game! Pay close attention to the good team, their information, and where their suspicion is leading.
  • If you survive to the final day, set yourself up to be protecting your demon. (Beware the Minstrel or the Innkeeper being alive at this point though - they may be able to execute you and then interrupt the demon's ability that way, thus overturning you at the last possible moment.)
  • Protect yourself and the other minions. Even though the demon should really be your top priority, the more evil players alive, the better! This is especially true if you have a Mastermind, who only benefits if they survive when all else fails, or even just an Assassin who hasn't gotten to stab anyone yet. Just like with the demon, pay attention to who the good team is suspicious of, and try to time who you grant immunity to with their targets.
  • Protect good players that you think will be executed - this has the advantage of making those players look incredibly suspicious, especially if the good team already knows (or suspects) you are in play. While other effects could save a good player from their execution, a well timed save coupled with a whisper campaign or just old-fashioned good team paranoia will see them turn on the poor schmuck.
  • You can use your ability to recreate the behaviour of good character abilities that protect from execution - for example, the Tea Lady, Sailor or Pacifist. Out of all of these, the Pacifist is the easiest claim since its activation is random, and so the good team cannot try to 'test' you by executing the same player twice in a row - but if you think you can get away with it, your bluff will look extra solid!

Fighting the Devil's Advocate

  • When a player is executed but doesn't die, do whatever you can to determine the cause. There may be a Tea Lady or a Pacifist in-play, or the executed player may be a Fool or a Sailor. If you think the executed player was good, you can keep them alive, but if you think that the player was evil and protected by a Devil's Advocate, then execute them again later on.
  • Execute suspicious players twice in a row. Since the Devil's Advocate can not protect the same player twice in a row, killing a player tomorrow if they survived an execution today is a sure way to circumvent a tricky DA.
  • If you believe someone is evil and pushing very intensely for the execution of a particular player, wait a day and execute that player tomorrow instead. The Devil's Advocate wants you to execute their protected player, so if you pay attention to which players are pushing hard for particular players to be executed, you can avoid them using their power, whilst still executing the player(s) you want to.
  • Once you have figured out a Devil's Advocate is in play, hunt them down immediately! Whilst some other Minions can be ignored, the Devil's Advocate can not. For example, if you learn which player the Baron is, you are probably best focusing your execution attentions on different player, and keeping the Baron alive. Or, if you figure out which player is the Assassin, it may be best to keep the Assassin alive and put all your efforts into hunting the Demon. However, a Devil's Advocate really, really, needs to die for good to win. Hunt the Devil's Advocate down and kill them before focusing your attentions on the Demon if at all possible.