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Recluse and Zombuul: Difference between pages

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


[[File:icon_recluse.png|250px]]
[[File:icon_zombuul.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"</p>
<p class='flavour'>""I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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</div>
</div>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You might register as evil & as a Minion or Demon, even if dead."
"Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead."


The Recluse might appear to be an evil character, but is actually good.
The Zombuul secretly remains alive while in the grave.
*  
* When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins.
*  
* The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive.
* The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake.
* If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
The first time the Zombuul would die, they remain alive. Declare that they died, but do not add a shroud to the Zombuul. (''Flip the life token on the Town Square, as normal.'') From now on, the
Zombuul registers as dead.
Each day, if a player dies, mark them with the '''DIED TODAY''' reminder. (''If the Zombuul “dies” by execution, they register as dead, so mark the Zombuul with the DIED TODAY reminder.'')
Each night except the first, if any player is marked '''DIED TODAY''', do not wake the Zombuul.
Each night except the first, if no player is marked '''DIED TODAY''', wake the Zombuul. They point at any player. Put the Zombuul to sleep. The chosen player '''dies'''—mark them with the '''DEAD''' reminder.
</div>
</div>


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<div class='example'>
<div class='example'>
The {{Good|Slayer}} uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the {{Evil|Imp}}, so the Recluse dies. The {{Good|Slayer}} believes that they just killed the {{Evil|Imp}}.
The Zombuul is executed and appears to die. They cannot attack tonight. A few days later, only two players appear alive on the Town Square. The good team is fairly certain that one of the dead players is the Zombuul, and the game continues until one more player dies.
</div>
 
<div class='example'>
The {{Good|Empath}}, who neighbours the Recluse and the {{Good|Monk}}, learns she is neighbouring one evil player. The next night, the {{Good|Empath}} learns they are neighbouring no evil players.
</div>
 
<div class='example'>
The {{Good|Investigator}} learns that either the Recluse or the {{Good|Saint}} is the {{Evil|Scarlet Woman}}.
</div>
</div>


<div class='example'>
<div class='example'>
The Recluse is executed. The {{Good|Undertaker}} learns that the {{Evil|Imp}} was executed.
Nobody died today. That night, the Zombuul attacks. The next day, the {{Good|Tinker}} dies. That night, the Zombuul does not wake.  
</div>
 
<div class='example'>
The Recluse neighbours the {{Evil|Imp}} and an Evil Traveller. Because showing a "2" to the {{Good|Chef}} might be too revealing, the {{Good|Chef}} learns true information, a "0,” instead.
</div>
</div>


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== Tips & Tricks ==
== Tips & Tricks ==


* Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the {{Good|Chef}}, {{Good|Empath}} or {{Good|Investigator}}. Characters that get further information, like the {{Good|Fortune Teller}} and {{Good|Ravenkeeper}} will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.
* The sinister Zombuul is the deadliest Demon in [[Bad Moon Rising]] for its stealth and survivability. The {{Evil|Shabaloth}} and {{Evil|Po}} may kill many and the {{Evil|Pukka}} may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.
 
* Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.
 
* Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the {{Good|Undertaker}} will not get reliable information about you.
 
* You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an {{Good|Empath}} who is saying that both their neighbours are good, or if a {{Good|Fortune Teller}} says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.


* Don't get Slayed! The {{Good|Slayer}} will usually kill you if they select you, and this will make it look like you are the Demon and a {{Evil|Scarlet Woman}} is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an {{Good|Undertaker}} will usually learn that you are a Minion or Demon, confusing the good team even further.
* You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome {{Good|Exorcist}} or {{Good|Courtier}} hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a {{Good|Sailor}} claim, or the neighbours of a {{Good|Tea Lady}}. This gives the good team information, but will also grant you your precious kill... providing the {{Good|Tinker}} doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a {{Evil|Mastermind}}, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.


* Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the {{Good|Chef}} or {{Good|Empath}} can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.
* Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they ''do'' suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your {{Good|Sailor}} immunity, and blame a {{Evil|Pukka}} for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your {{Evil|Godfather}} to take you out at an opportune time, making it look like there isn't a Zombuul in play ''and'' that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.


* If the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.
* Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!
</div>
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<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Recluse ==
== Fighting the Zombuul ==
 
When bluffing as the Recluse, there are a few things you should keep in mind:
 
* You would never wake, learn anything, or act during the day.
 
* "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the {{Good|Empath}}. {{Good|Fortune Teller}} and even the {{Good|Investigator}}!
 
* Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities


* Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.
* Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...


* As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the {{Good|Undertaker}} or {{Good|Ravenkeeper}} have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.
* Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.


* Knowing that you register as evil will give the good team information to work with; be wary of characters like the {{Good|Chef}}, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.
* Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.


* Claiming to be an Outsider can obscure the presence of a {{Good|Drunk}}, and perhaps imply the existence of a {{Evil|Baron}}.
* On the final day, it is unlikely that the Zombuul is among the living is. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.


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

Revision as of 15:36, 2 April 2023

Icon zombuul.png Information

Type Demon
Artist Aidan Roberts

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

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

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

The Zombuul secretly remains alive while in the grave.

  • When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins.
  • The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive.
  • The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake.
  • If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.

How to Run

The first time the Zombuul would die, they remain alive. Declare that they died, but do not add a shroud to the Zombuul. (Flip the life token on the Town Square, as normal.) From now on, the Zombuul registers as dead.

Each day, if a player dies, mark them with the DIED TODAY reminder. (If the Zombuul “dies” by execution, they register as dead, so mark the Zombuul with the DIED TODAY reminder.)

Each night except the first, if any player is marked DIED TODAY, do not wake the Zombuul.

Each night except the first, if no player is marked DIED TODAY, wake the Zombuul. They point at any player. Put the Zombuul to sleep. The chosen player dies—mark them with the DEAD reminder.

Examples

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

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

Tips & Tricks

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

Fighting the Zombuul

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