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Snitch and Fool: Difference between pages

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


[[File:icon_snitch.png|250px]]
[[File:icon_fool.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>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Anica Kelsen</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Released</td>
<td>18/02/2021</td>
<td>01/04/2024</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It was John."</p>
<p class='flavour'>"...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>U8Q4pAbZ09E</youtube>
<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/56833034/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-7-30%2F283151798-44100-2-ec9ed46ab105a.m4a">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Minions start knowing 3 not-in-play characters."
"The first time you die, you don't."


The Snitch accidentally gives information to the evil team.
The Fool escapes death... once.
* The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
* The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life.
* These characters may be the same three that the Demon learns, or different characters.
* If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.
* Each Minion may learn different characters to each other. Or they may all learn the same three characters.
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== How to Run ==
== How to Run ==


During the first night, wake a Minion. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
If the Fool would die, they remain alive. (''But they die if they are drunk or poisoned.'') If the Fool was executed, declare that the player was executed but remains alive. (''Do not say why.'')
 
Either way, '''the Fool loses their ability'''—mark them with the '''NO ABILITY''' reminder.
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<div class='example'>
<div class='example'>
On the first night, the Demon and its two Minions all learn that the {{Good|Sage}}, {{Good|Innkeeper}}, and {{Good|Golem}} are not in play.
On the first day, the Fool is executed but remains alive. On the fourth day, the Fool is executed again. This time, they die.
</div>
</div>


<div class='example'>
<div class='example'>
On the first night, the Demon learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Mastermind}} learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Witch}} learns that the {{Good|Fool}}, {{Good|Flowergirl}}, and {{Good|Barber}} are not in play. The {{Evil|Fearmonger}} learns that the {{Good|Noble}}, {{Good|Amnesiac}}, and {{Good|Heretic}} are not in play.
The Demon attacks the Fool, who remains alive. Nobody dies that night. The next day, the Fool is executed by the {{Traveler|Judge}}, and dies.
</div>
</div>


<div class='example'>
<div class='example'>
On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
The Demon attacks the Fool, who is protected by the {{Good|Tea Lady}}. The Fool remains alive and keeps their ability. Later, after the {{Good|Tea Lady}} has died, the Demon attacks the Fool, who is now protected by the {{Good|Innkeeper}}. The Fool remains alive and keeps their ability. Later, after the {{Good|Innkeeper}} has died, the Demon attacks the Fool, who remains alive again but uses their ability, so next time they will die.
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== Tips & Tricks ==
== Tips & Tricks ==


* When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the {{Good|Pixie}}, {{Good|Undertaker}}, {{Good|Saint}}, {{Good|Sage}}, or {{Good|Goon}}.  
* The Fool is one of a few characters that can breathe a little easy in [[Bad Moon Rising]], as their ability spares them (at least once) from the pile up of deaths. This doesn't mean that you should rest on your laurels, however - a proactive Fool can drive the evil team mad with bluffs, protecting their good teammates, and wasting a precious demon kill with their power. Who will get the last laugh? That's up to you!
 
* Your ability keeps you safe from death... once. You can lean on this to guarantee your long term survival throughout the game, but another option is to get the demon to target you deliberately with bluffs. Claim to be an {{Good|Exorcist}} or a {{Good|Courtier}}, and inexperienced demons may just take aim at you in a panic, wasting their kill for that night. This is also an effective strategy against a {{Evil|Po}} or {{Evil|Shabaloth}}, both demons who win by slaughtering the town as quickly as possible. If they choose you, that's both you and another good player who may have died standing the next day!
 
* Your ability is more useful if it triggers at night, blocking a demon's kill or other reckless deaths. Just because you are safe from execution doesn't mean that you should be rushing to the gallows!


* Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
* If you are really coming under suspicion from the good team, you can prove yourself by being executed. Since you will fail to die, this is a pretty decent indicator you are who you claim you are. This is effectively giving up your night protection to give the good team peace of mind, and is not definitive proof (savvy players will point out that a well-timed {{Evil|Devil's Advocate}}'s action achieves the same effect), but your willingness to sacrifice yourself may sway the hearts of the town... and hopefully get an overzealous {{Good|Exorcist}} or {{Good|Chambermaid}} off your back.


* Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.  
* Try to deduce when you have been targeted at night by tracking the patterns of deaths. For example, if you have seen two deaths every night for the entire game, and then suddenly there's one death instead... it's possible that a {{Evil|Shabaloth}} tried to munch you and you got away by the seat of your pants. Knowing when you might be vulnerable allows you to adjust your strategies to become more or less of a target as feels necessary.


* If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.  
* If you have the trust of a good player who would really prefer not to die at night, you can take over claiming to be their character. For example, a {{Good|Pacifist}} might want people to know they're in play, but not expose themselves to the demon... so you can claim on their behalf instead! If the demon hits you, the {{Good|Pacifist}} lives for another day!


* If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
* If you die early or unexpectedly, you should be on the lookout for an {{Evil|Assassin}} or {{Evil|Pukka}}. The {{Evil|Assassin}} will be able to bypass your protection and kill you, while the {{Evil|Pukka}} poisons you, causing it to simply malfunction. Both of these are deadly characters, and knowing they are in play early can be a huge boon for the good team, even if it came at the expense of your death. (Note: You should also rule out that you were targeted by a {{Good|Sailor}}, which is less deadly to the good team, but still could be why you died when you thought your protection was still active).


* Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.
* You can still be protected by other means - the {{Good|Tea Lady}}, {{Good|Innkeeper}}, {{Good|Pacifist}} and even {{Evil|Devil's Advocate}} can also spare you from death. If you get lucky and gain any extra protection on top of your own power, take advantage! Taunt the evil team a bit! What could go wrong?
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== Bluffing as the Snitch ==
== Bluffing as the Fool ==
 
When bluffing as the Fool, there are a few things you should keep in mind:


When bluffing as the Snitch, there are a few things you should keep in mind:
* If you are good, bluffing as the Fool can be incredibly useful! Characters such as the {{Good|Exorcist}}, {{Good|Chambermaid}}, {{Good|Courtier}}, {{Good|Innkeeper}} and others, all want the Demon to attack other players instead. Most Demon players will want to avoid attacking a Fool.


* If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.  
* If you are evil, the Fool is an easy bluff to have as a backup bluff if your initial bluff falls flat. You can even bluff as both the Fool and a different character! The evil team won't know which one you are! The Fool is such a great character for all good players to bluff as, that it makes it a super flexible and super easy character for evil players to bluff as. Go nuts.


* If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.
* If you are bluffing as the Fool publicly, foolish new players may try to execute you to 'prove' your identity. This strategy may seem useful, and it sometimes is, but most of the time, executing a real Fool simply de facto kills a good player the following night. Most Fools are at their best by attracting a Demon kill. If the players argue that you should be executed, argue back! The Fool's ability is best served at night.


* After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.  
* If a {{Evil|Devil's Advocate}} is in play, they can simulate a Fool ability activating on execution. If protected by the {{Evil|Devil's Advocate}} you can survive that single execution... but you'll need to co-ordinate in order to get the timing right.


* After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.
* If a fellow evil player is bluffing as the Fool, don't kill them! Even if you are the Demon, or a Minion such as the {{Evil|Assassin}} or the {{Evil|Godfather}}, it can often be useful to kill a Minion at night in order to convince the good team that they are good. However, if you do this to the Fool, it will have the opposite effect. Avoid killing evil fake Fools.
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[[Category:Experimental Characters]]
[[Category:Bad Moon Rising]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Revision as of 17:43, 1 April 2024

Icon fool.png Information

Type Townsfolk
Artist Anica Kelsen
Released 01/04/2024

"...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!"

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

"The first time you die, you don't."

The Fool escapes death... once.

  • The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life.
  • If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.

How to Run

If the Fool would die, they remain alive. (But they die if they are drunk or poisoned.) If the Fool was executed, declare that the player was executed but remains alive. (Do not say why.)

Either way, the Fool loses their ability—mark them with the NO ABILITY reminder.

Examples

On the first day, the Fool is executed but remains alive. On the fourth day, the Fool is executed again. This time, they die.

The Demon attacks the Fool, who remains alive. Nobody dies that night. The next day, the Fool is executed by the Judge, and dies.

The Demon attacks the Fool, who is protected by the Tea Lady. The Fool remains alive and keeps their ability. Later, after the Tea Lady has died, the Demon attacks the Fool, who is now protected by the Innkeeper. The Fool remains alive and keeps their ability. Later, after the Innkeeper has died, the Demon attacks the Fool, who remains alive again but uses their ability, so next time they will die.

Tips & Tricks

  • The Fool is one of a few characters that can breathe a little easy in Bad Moon Rising, as their ability spares them (at least once) from the pile up of deaths. This doesn't mean that you should rest on your laurels, however - a proactive Fool can drive the evil team mad with bluffs, protecting their good teammates, and wasting a precious demon kill with their power. Who will get the last laugh? That's up to you!
  • Your ability keeps you safe from death... once. You can lean on this to guarantee your long term survival throughout the game, but another option is to get the demon to target you deliberately with bluffs. Claim to be an Exorcist or a Courtier, and inexperienced demons may just take aim at you in a panic, wasting their kill for that night. This is also an effective strategy against a Po or Shabaloth, both demons who win by slaughtering the town as quickly as possible. If they choose you, that's both you and another good player who may have died standing the next day!
  • Your ability is more useful if it triggers at night, blocking a demon's kill or other reckless deaths. Just because you are safe from execution doesn't mean that you should be rushing to the gallows!
  • If you are really coming under suspicion from the good team, you can prove yourself by being executed. Since you will fail to die, this is a pretty decent indicator you are who you claim you are. This is effectively giving up your night protection to give the good team peace of mind, and is not definitive proof (savvy players will point out that a well-timed Devil's Advocate's action achieves the same effect), but your willingness to sacrifice yourself may sway the hearts of the town... and hopefully get an overzealous Exorcist or Chambermaid off your back.
  • Try to deduce when you have been targeted at night by tracking the patterns of deaths. For example, if you have seen two deaths every night for the entire game, and then suddenly there's one death instead... it's possible that a Shabaloth tried to munch you and you got away by the seat of your pants. Knowing when you might be vulnerable allows you to adjust your strategies to become more or less of a target as feels necessary.
  • If you have the trust of a good player who would really prefer not to die at night, you can take over claiming to be their character. For example, a Pacifist might want people to know they're in play, but not expose themselves to the demon... so you can claim on their behalf instead! If the demon hits you, the Pacifist lives for another day!
  • If you die early or unexpectedly, you should be on the lookout for an Assassin or Pukka. The Assassin will be able to bypass your protection and kill you, while the Pukka poisons you, causing it to simply malfunction. Both of these are deadly characters, and knowing they are in play early can be a huge boon for the good team, even if it came at the expense of your death. (Note: You should also rule out that you were targeted by a Sailor, which is less deadly to the good team, but still could be why you died when you thought your protection was still active).
  • You can still be protected by other means - the Tea Lady, Innkeeper, Pacifist and even Devil's Advocate can also spare you from death. If you get lucky and gain any extra protection on top of your own power, take advantage! Taunt the evil team a bit! What could go wrong?

Bluffing as the Fool

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

  • If you are good, bluffing as the Fool can be incredibly useful! Characters such as the Exorcist, Chambermaid, Courtier, Innkeeper and others, all want the Demon to attack other players instead. Most Demon players will want to avoid attacking a Fool.
  • If you are evil, the Fool is an easy bluff to have as a backup bluff if your initial bluff falls flat. You can even bluff as both the Fool and a different character! The evil team won't know which one you are! The Fool is such a great character for all good players to bluff as, that it makes it a super flexible and super easy character for evil players to bluff as. Go nuts.
  • If you are bluffing as the Fool publicly, foolish new players may try to execute you to 'prove' your identity. This strategy may seem useful, and it sometimes is, but most of the time, executing a real Fool simply de facto kills a good player the following night. Most Fools are at their best by attracting a Demon kill. If the players argue that you should be executed, argue back! The Fool's ability is best served at night.
  • If a Devil's Advocate is in play, they can simulate a Fool ability activating on execution. If protected by the Devil's Advocate you can survive that single execution... but you'll need to co-ordinate in order to get the timing right.
  • If a fellow evil player is bluffing as the Fool, don't kill them! Even if you are the Demon, or a Minion such as the Assassin or the Godfather, it can often be useful to kill a Minion at night in order to convince the good team that they are good. However, if you do this to the Fool, it will have the opposite effect. Avoid killing evil fake Fools.