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[[File:icon_lycanthrope.png|250px]]
[[File:icon_engineer.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>Revealed</td>
<td>Revealed</td>
<td>07/01/2021</td>
<td>21/10/2021</td>
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</tr>
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</table>


<p class='flavour'>"Beneath the thin veneer of civilisation lies a howling madness."</p>
<p class='flavour'>"If it bends, great. If it breaks, well, it probably needed fixing anyway."</p>


<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;">Character Showcase</span>
<youtube>wjdXh6CxB6E</youtube>
<youtube>3OY76myN418</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight."
"Once per game, at night, choose which Minions or which Demon is in play."


The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.
The Engineer manufactures the threat that the town faces.
* The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
* The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both.
* If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
* When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same.
* If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
* If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again.
* If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
* If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (''see the Traveller sheet or the setup sheet'').
* Evil characters’ abilities that don’t kill still function normally.
* If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible.
* Only characters from the current script may be chosen.
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== How to Run ==


== How to Run ==
Each night, wake the Engineer. They either shake their head no or point at evil characters on the character sheet.


Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.  
If they shake their head no, nothing happens. Put the Engineer to sleep.


If the chosen player is good, that player '''dies'''—mark them with the Lycanthrope’s '''DEAD''' reminder. Any other player that would die tonight remains alive.
If they point to a Demon or Minions on their character sheet, put them to sleep. Swap all appropriate character tokens with new character tokens. Wake each evil player that changed character, show the '''YOU ARE''' info token, then their new character token, then put them to sleep. '''The Engineer loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
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<div class='example'>
<div class='example'>
The Lycanthrope attacks the {{Good|Soldier}}. The {{Good|Soldier}} dies. Later that night, the {{Evil|Imp}} attacks the {{Good|Amnesiac}}. The {{Good|Amnesiac}} does not die.
On the second night, the Engineer chooses that the Demon is a {{Evil|Lleech}}. Lewis, who was the {{Evil|Imp}}, is now the {{Evil|Lleech}}.  
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<div class='example'>
<div class='example'>
The Lycanthrope attacks the {{Good|Farmer}}. The {{Good|Farmer}} dies, and another good player becomes a {{Good|Farmer}}. A player is poisoned by the {{Evil|Pukka}}, but the previously poisoned player does not die before becoming healthy, because only the {{Good|Farmer}} may die tonight.
On the first night, the Engineer changes the {{Evil|Baron}} into the {{Evil|Boomdandy}}. There are still an extra two Outsiders in play.
</div>
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<div class='example'>
<div class='example'>
The Lycanthrope attacks the {{Evil|Godfather}}. The {{Evil|Godfather}} does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The {{Evil|Godfather}} attacks the {{Good|Washerwoman}}, and the {{Good|Washerwoman}} dies.
The {{Evil|Fearmonger}} and the {{Evil|Psychopath}} are in play, and causing havoc. The Engineer chooses that the {{Evil|Mezepheles}} and the {{Evil|Spy}} are in play. The Storyteller chooses to change the {{Evil|Fearmonger}} into the {{Evil|Mezepheles}} and the {{Evil|Psychopath}} into the {{Evil|Spy}}.  
</div>
 
<div class='example'>
The {{Evil|Spy}}, {{Evil|Assassin}}, and {{Evil|Witch}} are in play. The Engineer chooses that the {{Evil|Spy}}, {{Evil|Assassin}} and {{Evil|Mezepheles}} are in play. The {{Evil|Witch}} turns into the {{Evil|Mezepheles}}.
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== Tips & Tricks ==
== Tips & Tricks ==


* Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.
* If you are the Engineer, you can broadly accomplish one of four things: deciding which Minions are in play, deciding which Minions are not in play, deciding which Demon is in play, deciding which Demon is not in play.
 
* If you want to choose which Minions are in play, this lets you and the entire good team know what you are facing. This can be crucial information. Knowing that there is a {{Evil|Goblin}} or {{Evil|Boomdandy}} is in play at least means that you need to be wary on who to execute. Knowing that a {{Evil|Spy}} or {{Evil|Widow}} is in play means that you and all the good players should reveal who you are, honestly, as soon as possible. Knowing what you are up against means that you can plan your strategy accordingly. Similarly, choosing which Demon is in play allows you to plan what to do. Knowing that a {{Evil|Vortox}} is in play means the good team must reverse their information, that it can not be true, for example.  


* Beware of characters who can register as different alignments, such as the {{Evil|Spy}} and the {{Good|Recluse}}. They may die in the night or live through the night despite you choosing them, confusing your information.
* If you want to choose which Minions are not in play, simply choose the other Minions to be in play instead. If you want to avoid poisoning, then choosing characters other than the {{Evil|Poisoner}} may guarantee it. If your group is particularly susceptible to the {{Evil|Mastermind}} then you can make sure that you don't have to think about it by changing all Minions to other characters instead. Similarly, if you don't know what Demon you do want in play, but there is one Demon in particular that you definitely do NOT want in play, choose to turn the Demon into this character. You will still be facing a powerful adversary, but not the most feared adversary.  


* In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.
* To prevent the evil team (or the good team!) killing you before you use your ability, use your ability on the first night. This guarantees that you will get to act. The downside to acting this early is that you miss out on the group discussion, and any pertinent information that may influence your decision, like which good characters are in play and which evil characters that they are particularly suited at combatting.  


* To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the {{Evil|Assassin}} or the {{Evil|Psychopath}}, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!
* To choose the most ideal Minions or Demon to create, wait until the second or third night, and generate as much discussion as you can in the meantime. To make the best decision possible, you'll need to know as many good characters that are in play, so that their particular abilities can be used to the full, such as creating a {{Evil|Vigormortis}} to help the {{Good|Oracle}} detect evil players, or creating a {{Evil|Goblin}} if there is a {{Traveler|Voudon}} in play you are fairly certain that the dead players are all good.  


* Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?
* Timing can be crucial for the Engineer. Some evil abilities can be entirely negated by you acting at the right time. For example, if you turn the {{Evil|Mezepheles}} into the {{Evil|Devil's Advocate}} on the night that the {{Evil|Mezepheles}} was due to turn a player evil, that player will stay good. If you turn the {{Evil|Devil's Advocate}} into the {{Evil|Mezepheles}} on the final night, then you guarantee that the final day will continue without the Demon being safe from execution AND prevent the {{Evil|Mezepheles}} from using their ability (since there are no more nights).


* If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.
* Creating an obvious Demon or Minion in the middle of the game may confirm your identity as the Engineer. A surprise {{Evil|Fearmonger}} or {{Evil|Evil Twin}} will get the good team trusting you, since those characters didn't seem to exist the previous day, but they may not be the Minions that the good team really wants to face. Be careful when balancing the benefit of your glowing reputation as a good player with the benefit of facing the most ideal Minions and Demons.  


* On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.
* Don't be afraid to create character that add Outsiders in square brackets, like [this]. Square brackets indicate to the Storyteller what tokens to add or remove during the game setup, and won't influence what happens in the middle of the game. If you add a {{Evil|Baron}}, then two Outsiders will not be added.


* If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!
* How much discussion you generate about your ability is up to you. Too much discussion, and the Demon may kill you that night, preventing you from using your ability. Too little, and the group may get suspicious that you didn't involve them in the decision.
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== Bluffing as the Lycanthrope ==
== Bluffing as the Engineer ==


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


* As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.
* The easiest way to bluff as the Engineer is to say that you have created the character that you actually are. If you are the {{Evil|Poisoner}} say that you have created a {{Evil|Poisoner}}. If you are the {{Evil|Shabaloth}} then say that you have created a {{Evil|Shabaloth}}. You may need to do this on the first or second night, before the good team discusses and insists that you choose a particular character, as they may not choose the character you want them to choose!


* As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.
* Make sure that you tell the group that you have created a character that doesn't have an obvious tell. If you claim that you have created an {{Evil|Al-Hadikhia}} and yet there is no {{Evil|Al-Hadikhia}} acting at night, you'll have some pretty serious explaining to do. But if you say that you have created a {{Evil|Pukka}} then it is much harder for the group to tell whether you are lying or not, assuming that the real Demon is an {{Evil|Imp}} or {{Evil|Fang Gu}} or similar and is NOT a character like the {{Evil|Al-Hadikhia}} to contradict that information.  


* Alternatively, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.
* If all the evil characters on the script don't have an obvious tell, then feel free to generate as much discussion as you can as to what evil characters you should create. The good team will have no way of knowing whether your Engineer ability worked or not.


* If there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.
* If you want to confuse the good team, tell them that you have created evil characters that are different to the real evil characters in play.  


* Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the {{Good|Fortune Teller}} or the {{Good|Savant}}, be prepared for things to get complicated.  
* If you want to look like a good player, at the expense of helping the good team gain clarity, tell them that you have created evil characters that are the same as the real evil characters in play.


* If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.  
* Whatever character(s) you decide to tell the good team that you have created, have a solid, ready-made, well-prepared story as to WHY you made that choice. Often, the good team will focus on the extra threat that a new evil character creates as opposed to the benefit of removing other evil characters, and look at your choice as one that has made the evil team more powerful. For example, if you tell them that you have created a {{Evil|Witch}} and a {{Evil|Cerenovus}}, the good team may cry foul if all they see is the extra possibility of dying during the day, but if you tell them that you created these characters specifically to avoid the possibility of a {{Evil|Mastermind}} or a {{Evil|Goblin}} and that the group is very familiar with Sects & Violets so you figured that the good team would play best against Minions that they are familiar with, that will be more believable that a simple shrug of your shoulders.  


* Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!
* Bluffing as the Engineer is highly dependent on which Minions and Demons are on the character sheet. Before bluffing as the Engineer, chat with your fellow evil players and find out what characters they are, and tell them that you are planning to bluff as the Engineer. Knowing which evil characters are really in play, and what those players intend to do, will greatly help smooth out the rough edges of your Engineer bluff.
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Latest revision as of 07:36, 17 April 2024

Icon engineer.png Information

Type Townsfolk
Artist John Grist
Revealed 21/10/2021

"If it bends, great. If it breaks, well, it probably needed fixing anyway."

Character Showcase

Summary

"Once per game, at night, choose which Minions or which Demon is in play."

The Engineer manufactures the threat that the town faces.

  • The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both.
  • When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same.
  • If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again.
  • If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (see the Traveller sheet or the setup sheet).
  • If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible.
  • Only characters from the current script may be chosen.

How to Run

Each night, wake the Engineer. They either shake their head no or point at evil characters on the character sheet.

If they shake their head no, nothing happens. Put the Engineer to sleep.

If they point to a Demon or Minions on their character sheet, put them to sleep. Swap all appropriate character tokens with new character tokens. Wake each evil player that changed character, show the YOU ARE info token, then their new character token, then put them to sleep. The Engineer loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.

Examples

On the second night, the Engineer chooses that the Demon is a Lleech. Lewis, who was the Imp, is now the Lleech.

On the first night, the Engineer changes the Baron into the Boomdandy. There are still an extra two Outsiders in play.

The Fearmonger and the Psychopath are in play, and causing havoc. The Engineer chooses that the Mezepheles and the Spy are in play. The Storyteller chooses to change the Fearmonger into the Mezepheles and the Psychopath into the Spy.

The Spy, Assassin, and Witch are in play. The Engineer chooses that the Spy, Assassin and Mezepheles are in play. The Witch turns into the Mezepheles.

Tips & Tricks

  • If you are the Engineer, you can broadly accomplish one of four things: deciding which Minions are in play, deciding which Minions are not in play, deciding which Demon is in play, deciding which Demon is not in play.
  • If you want to choose which Minions are in play, this lets you and the entire good team know what you are facing. This can be crucial information. Knowing that there is a Goblin or Boomdandy is in play at least means that you need to be wary on who to execute. Knowing that a Spy or Widow is in play means that you and all the good players should reveal who you are, honestly, as soon as possible. Knowing what you are up against means that you can plan your strategy accordingly. Similarly, choosing which Demon is in play allows you to plan what to do. Knowing that a Vortox is in play means the good team must reverse their information, that it can not be true, for example.
  • If you want to choose which Minions are not in play, simply choose the other Minions to be in play instead. If you want to avoid poisoning, then choosing characters other than the Poisoner may guarantee it. If your group is particularly susceptible to the Mastermind then you can make sure that you don't have to think about it by changing all Minions to other characters instead. Similarly, if you don't know what Demon you do want in play, but there is one Demon in particular that you definitely do NOT want in play, choose to turn the Demon into this character. You will still be facing a powerful adversary, but not the most feared adversary.
  • To prevent the evil team (or the good team!) killing you before you use your ability, use your ability on the first night. This guarantees that you will get to act. The downside to acting this early is that you miss out on the group discussion, and any pertinent information that may influence your decision, like which good characters are in play and which evil characters that they are particularly suited at combatting.
  • To choose the most ideal Minions or Demon to create, wait until the second or third night, and generate as much discussion as you can in the meantime. To make the best decision possible, you'll need to know as many good characters that are in play, so that their particular abilities can be used to the full, such as creating a Vigormortis to help the Oracle detect evil players, or creating a Goblin if there is a Voudon in play you are fairly certain that the dead players are all good.
  • Timing can be crucial for the Engineer. Some evil abilities can be entirely negated by you acting at the right time. For example, if you turn the Mezepheles into the Devil's Advocate on the night that the Mezepheles was due to turn a player evil, that player will stay good. If you turn the Devil's Advocate into the Mezepheles on the final night, then you guarantee that the final day will continue without the Demon being safe from execution AND prevent the Mezepheles from using their ability (since there are no more nights).
  • Creating an obvious Demon or Minion in the middle of the game may confirm your identity as the Engineer. A surprise Fearmonger or Evil Twin will get the good team trusting you, since those characters didn't seem to exist the previous day, but they may not be the Minions that the good team really wants to face. Be careful when balancing the benefit of your glowing reputation as a good player with the benefit of facing the most ideal Minions and Demons.
  • Don't be afraid to create character that add Outsiders in square brackets, like [this]. Square brackets indicate to the Storyteller what tokens to add or remove during the game setup, and won't influence what happens in the middle of the game. If you add a Baron, then two Outsiders will not be added.
  • How much discussion you generate about your ability is up to you. Too much discussion, and the Demon may kill you that night, preventing you from using your ability. Too little, and the group may get suspicious that you didn't involve them in the decision.

Bluffing as the Engineer

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

  • The easiest way to bluff as the Engineer is to say that you have created the character that you actually are. If you are the Poisoner say that you have created a Poisoner. If you are the Shabaloth then say that you have created a Shabaloth. You may need to do this on the first or second night, before the good team discusses and insists that you choose a particular character, as they may not choose the character you want them to choose!
  • Make sure that you tell the group that you have created a character that doesn't have an obvious tell. If you claim that you have created an Al-Hadikhia and yet there is no Al-Hadikhia acting at night, you'll have some pretty serious explaining to do. But if you say that you have created a Pukka then it is much harder for the group to tell whether you are lying or not, assuming that the real Demon is an Imp or Fang Gu or similar and is NOT a character like the Al-Hadikhia to contradict that information.
  • If all the evil characters on the script don't have an obvious tell, then feel free to generate as much discussion as you can as to what evil characters you should create. The good team will have no way of knowing whether your Engineer ability worked or not.
  • If you want to confuse the good team, tell them that you have created evil characters that are different to the real evil characters in play.
  • If you want to look like a good player, at the expense of helping the good team gain clarity, tell them that you have created evil characters that are the same as the real evil characters in play.
  • Whatever character(s) you decide to tell the good team that you have created, have a solid, ready-made, well-prepared story as to WHY you made that choice. Often, the good team will focus on the extra threat that a new evil character creates as opposed to the benefit of removing other evil characters, and look at your choice as one that has made the evil team more powerful. For example, if you tell them that you have created a Witch and a Cerenovus, the good team may cry foul if all they see is the extra possibility of dying during the day, but if you tell them that you created these characters specifically to avoid the possibility of a Mastermind or a Goblin and that the group is very familiar with Sects & Violets so you figured that the good team would play best against Minions that they are familiar with, that will be more believable that a simple shrug of your shoulders.
  • Bluffing as the Engineer is highly dependent on which Minions and Demons are on the character sheet. Before bluffing as the Engineer, chat with your fellow evil players and find out what characters they are, and tell them that you are planning to bluff as the Engineer. Knowing which evil characters are really in play, and what those players intend to do, will greatly help smooth out the rough edges of your Engineer bluff.