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Politician and Puzzlemaster: Difference between pages

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[[File:icon_politician.png|250px]]
[[File:icon_puzzlemaster.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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<p class='flavour'>"I'm glad you asked that question. Truly, I am. But I think the REAL question here is..."</p>
<p class='flavour'>"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse '''just''' and '''should''' with '''is''' and '''isn’t'''."</p>


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== Summary ==
== Summary ==
"If you were the player most responsible for your team losing, you change alignment & win, even if dead."
"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."


The Politician changes teams if they are losing.
The Puzzlemaster tries to figure out who is drunk.
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<div class='example'>
<div class='example'>
The Politician has been trying to execute the Demon all game, without success. With just three players alive, the Politician convinces the group to not execute, since someone is claiming to be the {{Good|Mayor}}. There is no execution, and evil wins because a Minion was bluffing as the {{Good|Mayor}}. The Politician wins too.
Alex is the Demon. Sarah is the {{Good|Empath}} who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.
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<div class='example'>
On the final day, the Politician votes for the {{Good|Empath}}, and tells the group that the {{Good|Empath}} is evil. The {{Good|Saint}} is executed instead. The Storyteller judges that the good team lost due to their own actions as a group, not just the bad advice of the Politician. Good loses, and the Politician loses.
Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the {{Good|Sailor}}. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.
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The Politician, believing that evil is winning, bluffs as the {{Good|Atheist}}. The Storyteller is executed. Evil wins, and the Politician wins too.
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<div class='example'>
On the final day, the Politician ties the vote, forcing no execution to occur. That night, the Demon kills a player, making evil win. The Politician wins too.
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== Tips & Tricks ==
== Tips & Tricks ==


* Come out with a bluff on day 1, and then stick with it. Don’t deviate from your claim, don’t change up your story, remain a consistent, static source of false information, and an unfailing obstacle to the good team’s ability to piece together the truth. Claim to be an {{Good|Artist}} who learned that {{Evil|Legion}} is in play, and force the good team to take that into account.
* You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.  


* Bluff as extreme and ridiculous as you can! The more outlandish your bluff, the more chance that you will be the player most responsible for the loss, should the good team believe it! Pretend to be the {{Good|Atheist}}! Pretend a {{Good|Saint}} is your {{Evil|Evil Twin}}! Claim that you were Snakecharmed, then turned into the {{Good|Klutz}}! Dominate the game with your crazy schemes and spread as much misinformation as possible. If the good team believes you, you can lock in a win for the evil team. Even if they don’t, the havoc you have bring may be enough to lose the game for the good team anyway.
* You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.  


* Bluff quietly and well. Do everything you can to make sure no one suspects you are the Politician, then feed in a crucial piece of misinformation at the last possible second. Come out with a piece of false {{Good|Seamstress}} information on the final day that frames a good player as evil, and clinch the win.
* Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.  


* Make up some false information, and go hard after a specific player. Pretend to be an {{Good|Investigator}}, a {{Good|Fortune Teller}}, a {{Good|Bounty Hunter}}, and set up another player as evil. If they’re good, this can be the deciding factor that clinches a win for the evil team. If you accidentally get the Demon killed, well, you win anyway.
* Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the {{Good|Slayer}}, the good team may not need to know who you are until it is time for your ability to be used.  


* Pay attention to character win or lose conditions. Then try and trigger them. If you can engineer the execution of a {{Evil|Goblin}}, or a good Twin, or a second good player in a {{Evil|Leviathan}} game, your victory is all but assured.  
* Seek advice from the group on who you should choose. They may know something that you don't.  


* Make sure the Storyteller sees your efforts. Being a minor contributor to the good team’s downfall isn’t going to cut it. Make sure the Storyteller is aware that you are the player most responsible for your team losing.
* Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.  


* Don’t rock the boat on the Outsider count. If there should only be one Outsider in play, and someone else is claiming to be the {{Good|Recluse}}, don’t challenge them. Remain hidden, and leave the good team in the dark – that single piece of misinformation about the Outsider count could be enough to win the day.
* If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the {{Good|Virgin}}, but does not die when nominated, of if a player claims to be the {{Good|Golem}}, but nobody dies when the {{Good|Golem}} nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.  


* If good seems like they are on track to win, come out. Remember, you can win with the good team too. The information you can provide – which evil players are going along with your evil schemes, who has reacted to you double-claiming their characters, that you are an Outsider - could be the piece needed to win the game.
* Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.  


* Try and catch characters who detect alignment (but not character) in your schemes. Convince a {{Good|Seamstress}} to check you against a confirmed good player, or a {{Good|Moonchild}} to choose you after they die. Remember, you register as good – having you confirmed in their eyes can lead a lot of credence to your devious claims.
* When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.  


* Have characters with powerful, single-use abilities expend them on you. Convince a {{Good|Slayer}} to shoot you, nominate a {{Good|Virgin}}, or convince a {{Good|Professor}} to try and resurrect you. Make them use up their powerful abilities on a Politician, and undermine their efforts to gather information and make progress.
* If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.  


* Tie the vote on the final day. Even if you are dead. This is MEAN, but it works! If the good team doesn't execute on the final day, and then the Demon kills that night, evil will win. To win as the Politician using this method, you will need to be the player that cast the crucial vote - if the good team accidentally tied the vote, you will lose too. Your ability says "If you were the player MOST responsible..."
* You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the {{Good|Librarian}}. Treat yourself like the {{Good|Librarian}}, and contribute to the good team's pool of information.  


* Don't nominate at all on the final day if you think the other alive players are all evil. This will prevent the Demon from being nominated at all.
* Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.  
 
* If a Politician is on the script and you are not the Politician, be very careful who you trust. The Politician may be in play, throwing all manner of spanners in the works, yet registering as a good player. Just because someone appears good to a character like the {{Good|Seamstress}}, {{Good|Empath}} or {{Good|Noble}}, doesn't mean that you can trust them. Even if you are certain that nobody is drunk or poisoned.  
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== Bluffing as the Heretic ==
== Bluffing as the Puzzlemaster ==
 
When bluffing as the Puzzlemaster, there are a few things you should keep in mind:
 
* The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the {{Good|Librarian}} for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you ''could'' be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
 
* The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.


When bluffing as the Politician, there are a few things you should keep in mind:
* The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.


* It can be a lot of fun to tease the player group, by hinting that you are the Politician without outright coming out as the Politician. By being so over-the-top, you might make other players second guess themselves. Plus, it’s just awesome being outrageous. Then maybe hint that you're the {{Evil|Goblin}} if it's on the script and make them triple doubt themselves.
* If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying {{Good|Mayor}} or {{Good|Sailor}}!


* If you’re on the chopping block as an evil player, claim that you’re the Politician as a way to explain away your shady or evil actions. Promise to be good if they keep you alive. And then continue to hold this threat over their heads if they don't. However, using the Politician as a back up bluff can still backfire as people might want to execute you to reduce your voting and nominating ability.
* Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)


* If you think good is winning, claim that you’re the Politician just to throw a massive spanner into the works. Suddenly there’s a potentially extra evil vote in play, which the group has to take into account and it puts a lot more pressure on controlling the vote.
* A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)


* Tell a few people discreetly that you’re the Politician, so that your shady and evil actions seem much more plausible later on. Afterwards, shamelessly nominate the {{Good|Saint}} and try to get them executed, or try to get the wrong twin from the {{Evil|Evil Twin}} pair executed.
* The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!


* Tell one or two players that you’re secretly a Politician, and suggest that they can make it worth your while not to undermine the good team. Use the threat of you possibly turning evil as a way to get the good team to do your own dirty work. Nothing more fun than a cat’s paw. Direct which players the {{Good|Lycanthrope}} chooses at night, get the good team to rat out the {{Good|Poppy Grower}}.
* If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.


* Bluff as the Politician when there is already a Politician claim! This creates a lot of chaos and noise as players don’t know which player to believe. Best of all, you can lean into this nonsense by upping the stakes and gunning for the most evil action.
* If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.


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Revision as of 15:45, 22 March 2023

Icon puzzlemaster.png Information

Type Outsider

"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t."

Summary

"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."

The Puzzlemaster tries to figure out who is drunk.

How to Run

Examples

Alex is the Demon. Sarah is the Empath who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.

Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the Sailor. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.

Tips & Tricks

  • You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.
  • You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.
  • Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.
  • Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the Slayer, the good team may not need to know who you are until it is time for your ability to be used.
  • Seek advice from the group on who you should choose. They may know something that you don't.
  • Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.
  • If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the Virgin, but does not die when nominated, of if a player claims to be the Golem, but nobody dies when the Golem nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.
  • Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.
  • When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.
  • If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.
  • You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the Librarian. Treat yourself like the Librarian, and contribute to the good team's pool of information.
  • Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.

Bluffing as the Puzzlemaster

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

  • The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the Librarian for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you could be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
  • The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.
  • The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.
  • If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying Mayor or Sailor!
  • Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)
  • A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)
  • The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!
  • If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.
  • If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.