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<div id='character-details'>


[[File:icon_imp.png|250px]]
[[File:icon_zombuul.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#Demon|Demon]]</td>
<td>[[Character Types#Demon|Demon]]</td>
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<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me."</p>
<p class='flavour'>""I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon."</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>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp."
"Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead."


The Imp kills a player each night, and can make copies of itself... for a terrible price.
The Zombuul secretly remains alive while in the grave.
*  
*  
*  
*  
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<div class='example'>
<div class='example'>
It is the first night. The Imp learns that Evin and Sarah are the Minions. The Imp also learns that the {{Good|Monk}}, {{Good|Chef}}, and {{Good|Librarian}} are not in play. The Imp bluffs as the {{Good|Chef}}, then bluffs as {{Good|Mayor}} halfway through the game. Eventually, the Imp is executed and good wins.
The Zombuul is executed and appears to die. They cannot attack tonight. A few days later, only two players appear alive on the Town Square. The good team is fairly certain that one of the dead players is the Zombuul, and the game continues until one more player dies.
</div>
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<div class='example'>
<div class='example'>
During the night, the Imp wakes and chooses a player, who dies. The next night, the Imp chooses themselves to die. The Imp dies, and the {{Evil|Poisoner}} becomes the Imp.
Nobody died today. That night, the Zombuul attacks. The next day, the {{Good|Tinker}} dies. That night, the Zombuul does not wake.  
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== Tips & Tricks ==
== Tips & Tricks ==


* There are many strategies for evil players, particularly the Imp, that are covered in more detail in [[Player Strategy]] section. Generally speaking, as the Demon, you want to look trustworthy, spread false information where possible, get your Minions to confirm that you are a good player, and sacrifice them when needed. Take a look at this section for more information.
* The sinister Zombuul is the deadliest Demon in [[Bad Moon Rising]] for its stealth and survivability. The {{Evil|Shabaloth}} and {{Evil|Po}} may kill many and the {{Evil|Pukka}} may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.
 
* Stay alive during the day at all costs. Even in games with three Minions, do not assume there is a {{Evil|Scarlet Woman}} in play. (However, if you talk to your Minion(s) and you learn that there is, then ignore this advice!)


* If you are under suspicion, night time suicide is always an option. Killing yourself and passing the Demonhood to a Minion that is looking more trustworthy robs you of the support of their continued voting power, but survival is more important. You can also do this when there is no suspicion on you - people tend to trust players that die at night. Either way, if you die at night, giving false information to the good team the day after, such as claiming to be the {{Good|Ravenkeeper}}, can change the course of the game.
* You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome {{Good|Exorcist}} or {{Good|Courtier}} hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a {{Good|Sailor}} claim, or the neighbours of a {{Good|Tea Lady}}. This gives the good team information, but will also grant you your precious kill... providing the {{Good|Tinker}} doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a {{Evil|Mastermind}}, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.


* Your Minions are pawns to be sacrificed! Kill them! Kill them all! You're the only one that matters!
* Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they ''do'' suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your {{Good|Sailor}} immunity, and blame a {{Evil|Pukka}} for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your {{Evil|Godfather}} to take you out at an opportune time, making it look like there isn't a Zombuul in play ''and'' that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.


* At the beginning of the game, the Storyteller will give you three possible bluffs to choose from. You can bluff as whatever you want, of course, but these few bluffs are safe. Since the Imp can die at night, and pass the Demonhood to a Minion, both the more passive and the more aggressive bluffs can be useful. If you are new to the game, or don't quite understand how certain characters work, either ask the Storyteller for help, or bluff as a more passive character, such as the {{Good|Soldier}} or the {{Good|Recluse}}. If you are more adventurous, more high-risk high-reward bluffs such as the {{Good|Fortune Teller}} or {{Good|Undertaker}} can be risked.
* Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!
 
* A very bold strategy, to be employed on occasion when playing with players who are more familiar with the game, is to claim to be a character that you did not see as one of your bluffs. If you're bluffing as a character that's really in the game, then maybe the good team will assume that you're just a {{Evil|Baron}} who didn't learn any out of play characters, and kill the other players instead. Of course, they might decide that you're actually the {{Evil|Scarlet Woman}} and execute you just to be on the safe side.
 
* When choosing who to kill, you generally want to kill powerful, troublesome, information-gathering Townsfolk sooner rather than later, such as the {{Good|Empath}}, {{Good|Undertaker}}, {{Good|Monk}} or {{Good|Slayer}}. Removing their information (or power) from the game early can help you later on. Every so often, deliberately keeping one of these Townsfolk alive until the final day can double-bluff the good players. They may ask this player "If you are really the {{Good|Fortune Teller}}, why are you still alive?", and kill them.
 
* Also, when deciding who to attack at night, you are best killing the more trusted players earlier rather than later. A {{Good|Virgin}} that everybody knows is the {{Good|Virgin}} will never be executed, which decreases your odds of being executed later on. A pair of Outsiders that everybody believes are actually Outsiders will need to disappear, because they will not be executed either. On the final day, you will want at least one other player, preferably two, to be looking more suspicious than you.
 
* Send your Minions out on information-gathering missions. Gather as much information as you can about who is who. This will help you avoid attacking troublesome characters like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}, and the problems that consequently follow.
 
* Talk to your Minions! Co-ordinate with them, by helping them bluff. Agree that one of you will look as evil as possible, while the other one will take the Demonhood and survive to the end of the game. Find out what your {{Evil|Spy}} knows. Co-ordinate with your {{Evil|Poisoner}} so that you choose different players at night. Let your {{Evil|Baron}} run wild. Learn if your {{Evil|Scarlet Woman}}'s plan is to kill you, or keep you alive.
 
* There are lots of reasons why you should register as an evil Imp to good players. If this happens, don't despair! Maybe you can convince the group that {{Good|Empath}} is drunk? Maybe you can argue that you are that {{Good|Fortune Teller}}'s "red herring"?
 
* If you don't want to kill one night, you can choose a dead player instead. This can also help you bluff well as the {{Good|Soldier}} or the {{Good|Monk}}, as no death of a night-time makes it look like your {{Good|Soldier}} or {{Good|Monk}} ability triggered. If no one is dead after the first day, there are no dead players to 'sink' a kill into, but if you're committed to bluffing as one of those characters, just ask your {{Evil|Poisoner}} pick you!
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== Fighting the Imp ==
== Fighting the Zombuul ==
 
* In Trouble Brewing, fighting the Imp is the same as playing the game for the good team, so be sure to have a look at [[General Strategy]]. Killing the Demon wins the game for good. If you have a lead on a possible Demon and another lead on a possible Minion, it's usually best to try prioritize executing the Demon suspects first!
 
* Finding out who the Imp ''isn't'' is almost as important as finding out who the Imp ''is''. Confirming other players as good allows you to build trust, put together information, and build a list of suspects... but it also means that you narrow down the field for who is not the Demon. On the final day, there are usually three players left alive, one of them being the Demon - if aren't certain of the Demon but you can say for sure that one of those people is good, then that gives you 50/50 odds to execute the right player.
** Characters like the {{Good|Ravenkeeper}} or {{Good|Slayer}} are especially good at pinning down people as not Demons - while it's exciting to find an evil player with these one shot abilities, finding a good player is just as powerful.
 
* If someone unexpectedly dies at an odd time, or after coming under a lot of suspicion, you may have just seen the Imp kill themselves and pass the Demonhood on to one of their Minions. This is fantastic information, because knowing this person is evil allows you to look at everything they have done to try and uncover the other members of the evil team. This is where information from characters like the {{Good|Chef}}, {{Good|Empath}} and {{Good|Investigator}} become particularly valuable, since you can use this player as a point of reference for pinning down the other evil characters. If those characters are not in play, you still have a lot of options: Who have they been talking to and built trust with? If they are bluffing as an information gathering character, who has their information confirmed or protected - for example, they may have bluffed as the {{Good|Washerwoman}} to "confirm" the bluff of their Minion and then died at night once people trusted the Minion.


* Beware the {{Evil|Scarlet Woman}}! So long as there are five or more players alive, the Imp will be able to be executed and the evil team will continue. If you think you know who the Imp is, consider holding off on the execution until you have fewer than five players so that her ability cannot activate, thus stopping the Demon in their tracks right then and there.
* Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...


* The Imp's ability to kill means that they can be extremely effective at removing characters that pose a threat to them, and they will do so with gusto. To protect your players getting ongoing information (like the {{Good|Undertaker}}) or with powerful one-time abilities (like the {{Good|Virgin}}), try to trick the Imp into killing players who are not good choices. For example, a {{Good|Soldier}} or {{Good|Mayor}} could bluff as a juicy target, letting their abilities soak up the hit. Alternatively, characters like the {{Good|Saint}} (who would much prefer to die at night), {{Good|Recluse}}, or the {{Good|Washerwoman}} could try to attract the attention of the Demon - they will die, but better them than your {{Good|Fortune Teller}}!
* Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.


* If you are playing in a game with six or fewer players, the rules for the Demon change slightly. They do not start with bluffs, and they do not know who their Minion is. One fun strategy is to try bluffing as the Minion to another player, and encouraging the Demon to confide in you. If they admit to being the Demon, you can out them to the town for a decisive victory.
* Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.


* Unlike other Demons you may encounter, the Imp's special ability to pass on the Demonhood to their Minions puts them in the unique position of being able to get away with more complicated bluffing strategies, often involving more than one player. When looking for evidence of evil characters, keeping an eye on groups of characters confirming each other. For example:
* On the final day, it is unlikely that the Zombuul is among the living is. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.
** They could bluff as a {{Good|Washerwoman}}/{{Good|Librarian}} and confirm their Minion is a Townsfolk/Outsider. (Particularly potent if the Minion is claiming to be the {{Good|Saint}}!)
** They bluff as the {{Good|Empath}} claiming to have two good neighbour shortly before their untimely demise, passing to their neighbouring Minion.
** They can choose to die and then bluff as the {{Good|Ravenkeeper}}, confirming the bluff of their Minion now turned Demon.
** They can bluff as the {{Good|Slayer}}, "slaying" their Minion and then dying. (They can also do this trick with an actually good {{Good|Slayer}}, getting them to target the Minion and passing to them ''after'' they've been confirmed not the Demon).
** They can choose to deliberately kill nobody on a night to allow their Minion to bluff as a {{Good|Soldier}} or {{Good|Monk}}. People are very likely to trust a {{Good|Soldier}} if there's been no kill, making them ideal for taking over the Demonhood later.


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[[Category:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Demons]]
[[Category:Demons]]

Revision as of 18:07, 22 March 2023

Icon zombuul.png Information

Type Demon
Artist Aiden Roberts

""I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon."

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*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead."

The Zombuul secretly remains alive while in the grave.

How to Run

Examples

The Zombuul is executed and appears to die. They cannot attack tonight. A few days later, only two players appear alive on the Town Square. The good team is fairly certain that one of the dead players is the Zombuul, and the game continues until one more player dies.

Nobody died today. That night, the Zombuul attacks. The next day, the Tinker dies. That night, the Zombuul does not wake.

Tips & Tricks

  • The sinister Zombuul is the deadliest Demon in Bad Moon Rising for its stealth and survivability. The Shabaloth and Po may kill many and the Pukka may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.
  • You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome Exorcist or Courtier hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a Sailor claim, or the neighbours of a Tea Lady. This gives the good team information, but will also grant you your precious kill... providing the Tinker doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a Mastermind, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.
  • Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they do suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your Sailor immunity, and blame a Pukka for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your Godfather to take you out at an opportune time, making it look like there isn't a Zombuul in play and that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.
  • Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!

Fighting the Zombuul

  • Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...
  • Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.
  • Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.
  • On the final day, it is unlikely that the Zombuul is among the living is. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.