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Gangster and Acrobat: Difference between pages

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[[File:icon_gangster.png|250px]]
[[File:icon_acrobat.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#Traveller|Traveller]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>Chloe McDougall</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too."</p>
<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</p>


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== Summary ==
== Summary ==
"Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees."
"Each night*, if either good living neighbour is drunk or poisoned, you die."


The Gangster lets their neighbours kill each other.
The Acrobat dies if the people they neighbour are drunk or poisoned.
* The Gangster may kill one of their two living neighbors. Their dead neighbors are skipped over, and do not count.
* To use their ability, the Gangster and one of their living neighbors must agree to kill the other living neighbor. The Storyteller must hear and confirm this agreement. The Gangster cannot kill without the Storyteller present.
* Each day, the Gangster may say whatever they want, and offer any encouraging words they want to either player. Once an agreement has been reached, then the Gangster may not use their ability again today, even if that player didn’t die due to an ability protecting them.
* The Gangster’s two living neighbors are always one clockwise, and one counter-clockwise.
* If both living neighbors want to kill the other, the Gangster decides who dies.
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== How to Run ==
 
Once per day, the Gangster can declare that they wish to use their ability. If so, ask if an alive neighbor agrees. If an alive neighbor agrees, the other alive neighbor '''dies'''. If both alive neighbors agree, the Gangster chooses which alive neighbor '''dies'''. If neither alive neighbor agrees, the Gangster may not use their ability today.
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<div class='example'>
The Gangster neighbors the {{Good|Saint}} and the {{Evil|Baron}}. The Gangster asks the {{Evil|Baron}} if they want to kill the {{Good|Saint}}. The {{Evil|Baron}} agrees and the {{Good|Saint}} dies.
The Acrobat neighbours the {{Good|Lycanthrope}} and the {{Good|Amnesiac}}. The {{Good|Lycanthrope}} has been poisoned by the {{Evil|Widow}}. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.
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<div class='example'>
<div class='example'>
The Gangster neighbours the {{Good|Chambermaid}} and the {{Good|Poppy Grower}}, but they are both dead. The Gangster’s two living neighbours are the {{Good|Engineer}} and the {{Evil|Po}}. The Gangster talks with the {{Evil|Po}} and offers to kill the {{Good|Engineer}}. The {{Evil|Po}} declines. The Gangster talks with the {{Good|Engineer}} and the {{Good|Engineer}} asks the Gangster to kill the {{Evil|Po}}. The Gangster agrees, and the {{Evil|Po}} dies. Good wins.
The Acrobat neighbours the {{Good|Moonchild}} and the {{Good|Soldier}}. The {{Good|Soldier}} is executed, and the Acrobat's living neighbours are now the {{Good|Moonchild}} and the {{Evil|Boomdandy}}. The {{Good|Moonchild}} dies at night, and the Acrobat's living neighbours are now the drunk {{Good|Sailor}} and the {{Evil|Boomdandy}}. The Acrobat dies.
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<div class='example'>
<div class='example'>
The Gangster neighbours the {{Good|Fool}} and the {{Good|Sage}}. The {{Good|Sage}} and the Gangster kill the {{Good|Fool}} but the {{Good|Fool}} doesn’t die, because of the {{Good|Fool}}'s ability. The Gangster may not use their ability again today.
The Acrobat neighbours the {{Evil|Imp}} and the {{Good|Dreamer}}. The {{Evil|Imp}} also neighbours the {{Good|Clockmaker}}. The Acrobat does not die, because neither the {{Good|Dreamer}} nor the {{Good|Clockmaker}} are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the {{Evil|Imp}}'s status is not considered.) The {{Good|Snake Charmer}} selects the {{Evil|Imp}}, turning the {{Evil|Imp}}'s player into a good, poisoned {{Good|Snake Charmer}}. The Acrobat dies.
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== Tips & Tricks (if you are good) ==
== Tips & Tricks ==


* Find out the characters of your living neighbours. They will know you are the Gangster. It is best if you know their characters too. Learn what they are before making any rash decisions on who to kill.  
* The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.


* Talk to each living neighbour. Convince them to "give you permission" to kill the other player, even if they think the other player is good. You are good, so being able to kill either living neighbour at any time is a powerful, and hopefully helpful, option to have. You can always choose not to kill either player, even if both players want you to kill the other.  
* Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.


* If you can, kill every day. Just by playing the odds, killing two players per day (one by execution and one by Gangster) means that the good team is twice as likely to kill the Demon and win. Even if you think both your living neighbours are good, it's worth it.  
* There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.  


* When choosing which player to kill, aim for evil players first. If you suspect someone of being evil, arrange for them to sleep with the fishes. If you don't really suspect either player of being evil, choose the player that has a character ability that seems less useful to the good team or the one that seems less willing to die.
* Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.  


* If you believe that both your neighbours are good, and they both have character abilities that will continue to be useful for the rest of the game, don't kill today and don't ask for each player to kill the other. This way, they can both use their abilities to the fullest. You probably won't want to kill a {{Good|Mayor}}, a {{Good|Sage}} or a {{Good|King}}, and if they die at night, then you will get to use your ability on a new living neighbour instead - your ability is also very useful, and it would be a shame to never use it.  
* The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the {{Evil|Cerenovus}} there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the {{Good|Fortune Teller}} there is no effect. However, if the Acrobat has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).


* If you think that a particular player is the Demon (or even a Minion), then kill players that are sitting between you and them. Hopefully, in a day or two, you and the Demon will be living neighbours and you can kill them with your ability.  
* If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the {{Evil|Poisoner}}, or you may be able to confirm the identity of a good player, such as the {{Good|Sailor}}.


* Before the final day, request that the group exile you. An evil Gangster that is alive when just 3 other players are left alive can win the game for the evil team by agreeing with the Demon to kill another player. Getting yourself exiled means that you won't be able to use your ability on the final day, but it will be a show of good faith to the good team. If the good team believes that you are good, they will look at your previous kills as the best choices of a good player, and not erroneously assume that you were just killing good players because you were evil.
* If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.


* Remember that you need your living neighbours to agree to use your ability. You can't just do it on their behalf. You'll need to make friends with them, and convince them that you are good and have the good team's interests at heart. They may not want you to use your ability, and with good reason.  
* If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a {{Good|Slayer}} from wasting their shot, or a {{Good|Seamstress}} from ruining their hemlines.
 
* If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a {{Evil|Widow}} in play, you know that neither of your neighbours are the target.
 
* Look out for good players who can make other players drunk or poisoned, like the {{Good|Innkeeper}} or {{Good|Sailor}}, because they can help verify who you are by triggering your ability. Get the {{Good|Innkeeper}} to choose both your neighbours as then one of them will be drunk. Likewise, get the {{Good|Sailor}} to pick your neighbours, because then the {{Good|Sailor}} knows if they're sober or not and could prove who they are after you've proved who you are.
 
* If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the {{Evil|Assassin}} or the {{Good|Gossip}}.
 
* Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring {{Good|Clockmaker}} is actually the {{Good|Balloonist}}. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
 
* Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.
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== Bluffing as the Acrobat ==


== Tips & Tricks (if you are evil) ==
When bluffing as the Acrobat, there are a few things you should keep in mind:
 
* If both your living neighbours are good, turn them against each other. If they both think that they are both good, they are unlikely to kill each other. Find some way to imply that at least one of them is evil, and one is likely to kill the other.
 
* If one of your living neighbours is evil, they have every reason to want to kill the other living neighbour. The trick won't be in convincing them to do it, but in coming up with a good reason why. Talk to your evil neighbour and help them formulate a valid reason to tell the group since evil players that are too gung-ho in using the Gangster may appear evil.  You can even act reluctant to kill the other neighbour and claim that you are doing so only because there is no better choice.


* Get as many good players killed as possible. It doesn't matter how you do it. Every good player that dies is one fewer good player gaining information, one fewer player using an ability against the evil team,and one fewer good player voting.
* Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.  


* Get any non-Demon player killed. Even if Minions die due to your ability, that means that the final day is sooner, and evil's victory is sooner. Similarly, if Outsiders die to your ability, then evil is closer to winning. Don't be too concerned about what each player's character is... as long as they are not the Demon, they are probably best dead.  
* If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.  


* Talk to any evil living neighbours before talking to any good living neighbours. Many players will want to kill the other player before that other player kills them, and talking to an evil neighbour first gives you a good excuse to kill the good player.  
* Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a {{Evil|Poisoner}} on the script, use the fact that you haven't died all game to suggest that there is none in the game.


* Every so often, it is better for the evil team if certain characters die by execution. Characters such as the Good Twin (see the {{Evil|Evil Twin}}) or the {{Good|Saint}} lose the game for the good team if executed, so it is best to not kill them using your Gangster ability. Beware of pushing too hard here, though, as there's little reason for a good Gangster to not be willing to kill a {{Good|Saint}}.
* If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the {{Good|Innkeeper}}, {{Good|Tea Lady}}, {{Good|Soldier}}, or {{Evil|Mastermind}}.


* If you suspect that a good neighbour is about to be nominated and executed, don't kill them with your Gangster ability today. A death by the Gangster's ability doesn't count as an execution, and the day will continue afterwards. It is more helpful to the evil team if the day ends after the death occurs, so that the Demon can't accidentally be executed today as well.  
* Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the {{Evil|Widow}} who has poisoned your neighbour.  


* Choose players to die so that the distance between you and the Demon is maximised. Since the Gangster can only kill living neighbours, the good players may have some very strong opinions on which of your living neighbours should die. If one of your living neighbours is the Demon, they may put a lot of pressure on you to kill them, and while you can always choose not to, this may end up looking incredibly suspicious and reveal that you are evil and know who the Demon is. It is best to avoid this situation by never neighbouring the Demon in the first place. When the Demon is sitting 2, 3, 4, or more players away from you, keep it that way by killing players in the opposite direction.
* When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Outsiders]]

Revision as of 11:22, 8 May 2023

Icon acrobat.png Information

Type Outsider
Artist Chloe McDougall

"Welcome, one and all, to the greatest show on earth."

Summary

"Each night*, if either good living neighbour is drunk or poisoned, you die."

The Acrobat dies if the people they neighbour are drunk or poisoned.

Examples

The Acrobat neighbours the Lycanthrope and the Amnesiac. The Lycanthrope has been poisoned by the Widow. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.

The Acrobat neighbours the Moonchild and the Soldier. The Soldier is executed, and the Acrobat's living neighbours are now the Moonchild and the Boomdandy. The Moonchild dies at night, and the Acrobat's living neighbours are now the drunk Sailor and the Boomdandy. The Acrobat dies.

The Acrobat neighbours the Imp and the Dreamer. The Imp also neighbours the Clockmaker. The Acrobat does not die, because neither the Dreamer nor the Clockmaker are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the Imp's status is not considered.) The Snake Charmer selects the Imp, turning the Imp's player into a good, poisoned Snake Charmer. The Acrobat dies.

Tips & Tricks

  • The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.
  • Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.
  • There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.
  • Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.
  • The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the Cerenovus there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the Fortune Teller there is no effect. However, if the Acrobat has the Recluse as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the Recluse to register as evil because they're poisoned).
  • If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the Poisoner, or you may be able to confirm the identity of a good player, such as the Sailor.
  • If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
  • If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a Slayer from wasting their shot, or a Seamstress from ruining their hemlines.
  • If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a Widow in play, you know that neither of your neighbours are the target.
  • Look out for good players who can make other players drunk or poisoned, like the Innkeeper or Sailor, because they can help verify who you are by triggering your ability. Get the Innkeeper to choose both your neighbours as then one of them will be drunk. Likewise, get the Sailor to pick your neighbours, because then the Sailor knows if they're sober or not and could prove who they are after you've proved who you are.
  • If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the Assassin or the Gossip.
  • Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring Clockmaker is actually the Balloonist. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
  • Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.

Bluffing as the Acrobat

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

  • Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.
  • If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.
  • Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a Poisoner on the script, use the fact that you haven't died all game to suggest that there is none in the game.
  • If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the Innkeeper, Tea Lady, Soldier, or Mastermind.
  • Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the Widow who has poisoned your neighbour.
  • When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.