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Djinn and Hatter: Difference between pages

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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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[[File:icon_hatter.png|250px]]  
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<td>Type</td>
<td>[[Character Types#Fabled|Fabled]]</td>
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<td>Artist</td>
<td>John Grist</td>
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<p class='flavour'>"نحن لسنا هنا.<br>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>  
انت لست حقيقي.<br>
كل شيء هو وهم.<br>
أسئلتك هي جبل نار في يوم صافٍ."</p>


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<td>Type</td>  


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<td>[[Character Types #Outsider|Outsider]]</td>  


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== Summary ==
"Use the Djinn's special rule. All players know what it is."


Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
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* When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
* The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
* There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
* If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
* The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
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<td>Artist</td>  
== How to Run ==


At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (''Do this even if there are no jinxed characters in play.'')
<td> Aidan Roberts, Chloe McDougall, Steven Medway</td>


Follow the Djinn instructions as listed on the Script Tool printout.
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<p class='flavour'>”One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.”</p>


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== Examples ==
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The {{Evil|Pit-Hag}} and the {{Good|Heretic}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.” Later in the game, the {{Evil|Pit-Hag}} tries to create a {{Good|Heretic}}. The Storyteller shakes their head, and the {{Evil|Pit-Hag}} must choose another character to create.
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The {{Good|Spy}} and the {{Evil|Magician}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the {{Good|Spy}} sees the grimoire, the Demon and the {{Evil|Magician}}'s character tokens are removed." There is no {{Good|Spy}} and no {{Evil|Magician}} in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
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== Summary ==


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"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.”


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The Hatter allows the evil players to change characters. 


== Explanation ==
*  Each player with a Minion or Demon character may choose to become any character of the same type as their current character. 


When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed&mdash;they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work <em>better</em> with the Djinn in play!
*  They may choose not to change characters.


The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.  
* If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used.


The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.
* Once a player has changed character, their previous character ability has no further effect on the game.


== Djinn Special Rules ==
* If a player dies then becomes the Hatter, the evil players do not change characters tonight. 


Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:
* Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.  
* {{Evil|Fang Gu}} and {{Evil|Scarlet Woman}}: If the {{Evil|Fang Gu}} chooses an outsider and dies, the {{Evil|Scarlet Woman}} does not become the {{Evil|Fang Gu}}.
* {{Good|Chambermaid}} and {{Good|Mathematician}}: The {{Good|Chambermaid}} learns if the {{Good|Mathematician}} wakes tonight or not, even though the {{Good|Chambermaid}} wakes first.
* {{Good|Lunatic}} and {{Good|Mathematician}}: The {{Good|Mathematician}} learns if the {{Good|Lunatic}} attacks a different player(s) than the real Demon attacks.


Special rules involving Experimental characters:
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* Many pairs of characters follow the "hate" jinx special rule of: "Only one jinxed character can be in play". Currently, these character pairs are:
** {{Evil|Godfather}} and {{Good|Heretic}}
** {{Good|Spy}} and {{Good|Damsel}}
** {{Good|Spy}} and {{Good|Heretic}}
** {{Evil|Widow}} and {{Good|Damsel}}
** {{Evil|Widow}} and {{Good|Heretic}}
** {{Evil|Legion}} and {{Good|Preacher}}
** {{Evil|Lil' Monsta}} and {{Good|Magician}}
** {{Evil|Riot}} and {{Good|Exorcist}}
** {{Evil|Riot}} and {{Good|Flowergirl}}
** {{Evil|Riot}} and {{Good|Minstrel}}
** {{Evil|Al-Hadikhia}} and {{Evil|Mastermind}}, with the additional rule that evil players start knowing which player and character it is.


* Some pairs of characters cannot be in play in the start of the game, or have special rules relating to their creation:
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** {{Evil|Pit-Hag}} and {{Good|Damsel}}: If a {{Evil|Pit-Hag}} creates a {{Good|Damsel}}, the Storyteller chooses which player it is.
** {{Evil|Pit-Hag}} and {{Good|Heretic}}: A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.
** {{Evil|Pit-Hag}} and {{Good|Politician}}: A {{Evil|Pit-Hag}} cannot create an evil {{Good|Politician}}.
** {{Evil|Pit-Hag}} and {{Evil|Riot}}: If the {{Evil|Pit-Hag}} creates {{Evil|Riot}}, all evil players become {{Evil|Riot}}. If the {{Evil|Pit-Hag}} creates {{Evil|Riot}} after day 3, the game continues for one more day.
** {{Evil|Legion}} and {{Good|Engineer}}: {{Evil|Legion}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.
** {{Good|Engineer}} and {{Evil|Riot}}: {{Evil|Riot}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Riot}}, the evil players become {{Evil|Riot}}.


* Several experimental townsfolk characters ({{Good|Alchemist}}, {{Good|Magician}}, {{Good|Poppy Grower}}) interact poorly with Minion characters ({{Good|Spy}} and {{Evil|Widow}}) that get to see the Grimoire. The jinxes between these characters are:
== How to Run ==
** {{Good|Alchemist}}: The {{Good|Alchemist}} cannot have the {{Good|Spy}}/{{Evil|Widow}} ability.
** {{Good|Magician}}: When the {{Good|Spy}}/{{Evil|Widow}} sees the Grimoire, the Demon and the {{Good|Magician}}'s character tokens are removed.
** {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, the {{Good|Spy}}/{{Evil|Widow}} does not see the Grimoire until the {{Good|Poppy Grower}} dies.


* Other jinxes between experimental townsfolk and good characters are:
If the Hatter dies, mark them with the “Tea Party Tonight” reminder.  
** {{Good|Lycanthrope}} and {{Good|Gambler}}: If the {{Good|Lycanthrope}} is alive and the {{Good|Gambler}} kills themselves at night, no other players can die tonight.
** {{Good|Cannibal}} and {{Good|Butler}}: If the {{Good|Cannibal}} gains the {{Good|Butler}} ability, the {{Good|Cannibal}} learns this.


* The {{Good|Plague Doctor}} has eight special rules:
During that night, wake the Minions and Demon. Show them the “This Character Selected You” info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the “Tea Party Tonight” reminder. Change each player to the character they chose.  
** {{Good|Plague Doctor}} and {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
** {{Good|Plague Doctor}} and {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
** {{Good|Plague Doctor}} and {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
** {{Good|Plague Doctor}} and {{Evil|Fearmonger}}: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Goblin}}: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Marionette}}: If the Demon has a neighbour who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
** {{Good|Plague Doctor}} and {{Evil|Scarlet Woman}}: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.


* The {{Evil|Marionette}} has six special rules:
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** {{Evil|Marionette}} and {{Good|Balloonist}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Balloonist}}, +1 Outsider was added.
** {{Evil|Marionette}} and {{Good|Huntsman}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Huntsman}}, the {{Good|Damsel}} was added.
** {{Evil|Marionette}} and {{Good|Poppy Grower}}: When the {{Good|Poppy Grower}} dies, the Demon learns the {{Evil|Marionette}} but the {{Evil|Marionette}} learns nothing.
** {{Evil|Marionette}} and {{Good|Damsel}}: The {{Evil|Marionette}} does not learn that a {{Good|Damsel}} is in play.
** {{Evil|Marionette}} and {{Good|Snitch}}: The {{Evil|Marionette}} does not learn three not-in-play characters. The Demon learns an extra three instead.
** {{Evil|Marionette}} and {{Evil|Lil' Monsta}}: The {{Evil|Marionette}} neighbours a Minion, not the Demon. The {{Evil|Marionette}} is not woken to choose who takes the {{Evil|Lil' Monsta}} token, and does not learn they are the {{Evil|Marionette}} if they have the {{Evil|Lil' Monsta}} token.


* The {{Evil|Organ Grinder}} has four special rules:
Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.  
** {{Evil|Organ Grinder}} and {{Good|Butler}}: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
** {{Evil|Organ Grinder}} and {{Good|Minstrel}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Preacher}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.


* The {{Evil|Vizier}} has six special rules:
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** {{Evil|Vizier}} and {{Good|Alchemist}}: If the {{Good|Alchemist}} has the {{Evil|Vizier}} ability, they may only choose to execute immediately if three or more players voted.
** {{Evil|Vizier}} and {{Good|Courtier}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Good|Investigator}}: If the {{Good|Investigator}} learns that the {{Evil|Vizier}} is in play, the existence of the {{Evil|Vizier}} is not announced by the Storyteller.
** {{Evil|Vizier}} and {{Good|Magician}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.
** {{Evil|Vizier}} and {{Good|Preacher}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Evil|Fearmonger}}: The {{Evil|Vizier}} wakes with the {{Evil|Fearmonger}}, learns who they choose and cannot choose to execute that player.


* Additional special rules for minions and Minion characters:
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** {{Evil|Baron}} and {{Good|Heretic}}: The {{Evil|Baron}} might only add one outsider, not two.
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
** {{Evil|Scarlet Woman}} and {{Evil|Al-Hadikhia}}: If there are two living {{Evil|Al-Hadikhia}}s, the Scarlet Woman {{Evil|Al-Hadikhia}} becomes the {{Evil|Scarlet Woman}} again.
** {{Evil|Mastermind}} and {{Evil|Lleech}}: If the {{Evil|Mastermind}} is alive and the {{Evil|Lleech}}'s host dies by execution, the {{Evil|Lleech}} lives but loses their ability.


* The {{Evil|Legion}} has 1 further special rule, in additional to the jinxes with {{Good|Preacher}} and {{Good|Engineer}}:
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** {{Evil|Legion}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies and {{Evil|Legion}} is in play, nothing happens. If the {{Good|Hatter}} dies and an evil player chooses {{Evil|Legion}}, all current evil players become {{Evil|Legion}}.


* The Demon character {{Evil|Leviathan}} does not kill at night and causes the game to end at the end of day 5. It has eight special rules:
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** {{Evil|Leviathan}} and {{Good|Farmer}}: If {{Evil|Leviathan}} is in play and a {{Good|Farmer}} dies by execution, a good player becomes a {{Good|Farmer}} that night.
** {{Evil|Leviathan}} and {{Good|Innkeeper}}: If {{Evil|Leviathan}} nominates and executes a player the {{Good|Innkeeper}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
** {{Evil|Leviathan}} and {{Good|Monk}}: If {{Evil|Leviathan}} nominates and executes the player the {{Good|Monk}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Ravenkeeper}}: If {{Evil|Leviathan}} is in play and the {{Good|Ravenkeeper}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Sage}}: If {{Evil|Leviathan}} is in play and the {{Good|Sage}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** {{Evil|Leviathan}} and {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.


* The {{Evil|Lil' Monsta}} has five special rules:
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** {{Evil|Lil' Monsta}} and {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the {{Evil|Lil' Monsta}} token.
** {{Evil|Lil' Monsta}} and {{Good|Hatter}}: If a Demon chooses {{Evil|Lil' Monsta}}, they also choose a Minion to become and babysit {{Evil|Lil' Monsta}} tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Organ Grinder}}: Votes for the {{Evil|Organ Grinder}} count if the {{Evil|Organ Grinder}} is babysitting {{Evil|Lil' Monsta}}.
** {{Evil|Lil' Monsta}} and {{Evil|Scarlet Woman}}: If there are five or more players alive and the player holding the {{Evil|Lil' Monsta}} token dies, the {{Evil|Scarlet Woman}} is given the {{Evil|Lil' Monsta}} token tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|Lil' Monsta}}.


* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
== Examples ==
** {{Evil|Lleech}} and {{Good|Slayer}}: If the {{Good|Slayer}} shoots the {{Evil|Lleech}}'s host, the host dies.
** {{Evil|Lleech}} and {{Good|Heretic}}: If the {{Evil|Lleech}} has poisoned the {{Good|Heretic}} then the {{Evil|Lleech}} dies, the {{Good|Heretic}} remains poisoned.


* The Demon character {{Evil|Riot}} has the most jinxes of all!
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** {{Evil|Riot}} and {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}: {{Evil|Riot}} registers as a Minion to the {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}
** {{Evil|Riot}} and {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}: Players that die by nomination register as executed to the {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}.
** If a {{Evil|Riot}} player nominates and kills...
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
*** {{Good|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} uses their ability tonight.
** If a {{Evil|Riot}} player nominates...
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** There are a further 6 special rules for {{Evil|Riot}} games:
***{{Evil|Riot}} and {{Good|Mayor}}: If the third day begins with just three players alive, the players may choose (as a group) not to nominate at all. If so (and a {{Good|Mayor}} is alive) the {{Good|Mayor}}'s team wins.
***{{Evil|Riot}} and {{Good|Butler}}: The {{Good|Butler}} cannot nominate their master.
***{{Evil|Riot}} and {{Good|Golem}}: If the {{Good|Golem}} nominates {{Evil|Riot}}, the {{Evil|Riot}} player does not die.
***{{Evil|Riot}} and {{Good|Saint}}: If a good player nominates and kills the {{Good|Saint}}, the {{Good|Saint}}'s team loses
***{{Evil|Riot}} and {{Good|Snitch}}: If the {{Good|Snitch}} is in play, each {{Evil|Riot}} player gets an extra three bluffs
***{{Evil|Riot}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies, {{Evil|Riot}} is in play and a {{Evil|Riot}} chooses a different Demon, a normal evil team is created from the {{Evil|Riot}} players. If the {{Good|Hatter}} dies and the Demon chooses {{Evil|Riot}}, Minions become {{Evil|Riot}} too.
This section will get updated as more characters are made available.


The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.
The Hatter dies. The {{Evil|Ojo}} chooses to become the {{Evil|No Dashii}} and the {{Evil|Devil's Advocate}} chooses to become the {{Evil|Scarlet Woman}}. </div>


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The {{Evil|Vigormortis}} has killed their {{Evil|Pit-Hag}}, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the {{Evil|Vigormortis}}.


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[[Category:Fabled]]
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The {{Evil|Assassin}} kills a player. The Hatter is executed. That night, the {{Evil|Assassin}} becomes the {{Evil|Mastermind}} and the {{Evil|Mastermind}} shakes their head no to stay the {{Evil|Mastermind}}. The Storyteller shakes their head no because the {{Evil|Mastermind}} character has been chosen already, and gestures for the {{Evil|Mastermind}} player to choose again, so they choose {{Evil|Assassin}}. The new {{Evil|Assassin}} then uses their new ability to kill a player.
 
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== Tips & Tricks ==
 
*  Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to.
 
* Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count.
 
* Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining.
 
* The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively.
 
* After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team.
 
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== Bluffing as the Hatter ==
 
* You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die.
 
* If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been.
 
* Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on.
 
* Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise.
 
* If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.
 
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[[Category:Experimental Characters]]
 
[[Category:Outsiders]]

Revision as of 15:53, 1 December 2023


Icon hatter.png

Information

Type Outsider
Artist Aidan Roberts, Chloe McDougall, Steven Medway

”One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.”

Summary

"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.”

The Hatter allows the evil players to change characters.

  • Each player with a Minion or Demon character may choose to become any character of the same type as their current character.
  • They may choose not to change characters.
  • If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used.
  • Once a player has changed character, their previous character ability has no further effect on the game.
  • If a player dies then becomes the Hatter, the evil players do not change characters tonight.
  • Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.

How to Run

If the Hatter dies, mark them with the “Tea Party Tonight” reminder.

During that night, wake the Minions and Demon. Show them the “This Character Selected You” info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the “Tea Party Tonight” reminder. Change each player to the character they chose.

Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.

Examples

The Hatter dies. The Ojo chooses to become the No Dashii and the Devil's Advocate chooses to become the Scarlet Woman.

The Vigormortis has killed their Pit-Hag, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the Vigormortis.

The Assassin kills a player. The Hatter is executed. That night, the Assassin becomes the Mastermind and the Mastermind shakes their head no to stay the Mastermind. The Storyteller shakes their head no because the Mastermind character has been chosen already, and gestures for the Mastermind player to choose again, so they choose Assassin. The new Assassin then uses their new ability to kill a player.

Tips & Tricks

  • Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to.
  • Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count.
  • Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining.
  • The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively.
  • After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team.

Bluffing as the Hatter

  • You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die.
  • If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been.
  • Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on.
  • Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise.
  • If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.