Actions

Gangster and Balloonist: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_gangster.png|250px]]
[[File:icon_balloonist.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</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'>"More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the  glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px]]


</div>
</div>
Line 31: Line 28:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Once per day, you may choose to kill a living neighbor, if your other living neighbor agrees."
"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"


The Gangster lets their neighbours kill each other.
The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.
*
*
</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 ==
When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead. Each night including the first, wake the Balloonist and point to a single player (alive or dead) and place the corresponding “Seen Townsfolk/Outsider/Minion/Demon” reminder token next to them, ensuring not to repeat the same type as has been used before (i.e. don’t move reminder tokens once placed). Do not show them a character token or indicate which specific type this player is, just show them a player.
On each subsequent night, therefore, you will have fewer character types to show as you only have your remaining reminder tokens to place. It is legitimate to show the same player to the Balloonist more than once, if they either have different character types when shown or register as having a different character type. While Travellers are technically another character type, it isn't the intent of the character to show Travellers just to inflate how many nights it takes the Balloonist to get their full info, so don't do so.
If there are no characters of a given type in play and you have shown the Balloonist all other types, stop waking the Balloonist. Note that even if a character of this missing type comes into play on a night after you’ve stopped waking the Balloonist, do not wake the Balloonist again on a later night to show them this player – the Balloonist ability was complete when you stopped waking them.
</div>
</div>


Line 51: Line 52:


<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.
On the first night, the Balloonist learns Lewis (i.e. the Storyteller points to Lewis). On the second night, the Balloonist learns Doug. On the third night, the Balloonist learns Lachlan. On the fourth night, the Balloonist learns Marianna.  
</div>
</div>


<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.
Ben is the Balloonist. On the first night, Ben learns Sarah. On the second night, Ben learns Abdallah. On the third night, Ben dies, so does not learn any more players. Sarah is claiming to be the {{Good|Monk}} and Abdallah is claiming to be the {{Evil|Goblin}}. Ben assumes that he has learnt one Townsfolk player and one Minion player, but he is incorrect - Sarah is the {{Good|Lunatic}} and Abdallah is the {{Evil|Leviathan}}. Ben has actually learnt an Outsider player and a Demon player.  
</div>
 
<div class='example'>
On the third day, the {{Traveler|Deviant}} was slightly funny, and cannot be exiled. On the fourth day, the {{Traveler|Deviant}} was not very funny, and is successfully exiled.
</div>
</div>


Line 69: Line 66:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are good) ==
== Tips & Tricks ==
 
* Keep your identity a secret for as long as possible. If the Balloonist can survive for four nights, including the first, they learn 4 people, 1 of which is the Demon. Even in a 7-player game that cuts out half of the options. In a 15-player game, that narrows the window down to less than a third of the game.
 
* Come out early if you don’t think you’ll survive the whole game. You added an Outsider to the game, but that isn’t wholly a bad thing. Being able to trust the extra Outsider claim once you find them is very valuable for your team's deductions. You can probably help confirm the increased Outsider count, and this means there is now a small cluster of probably trusted good players. In an 8-player game, there should only be 1 Outsider, but 2 players come out as Outsiders. You can then come out as the Balloonist, and your claim now seems credible, and well as making the Outsiders seem credible. That’s three players who are likely to be good.


== Tips & Tricks (if you are good) ==
* In a small game, it’s highly likely that there won’t even be 4 nights. In this case, your info probably won’t help you learn who the Demon is, but it will likely help you determine maybe two players who are different character types. You learn 2 different players before dying, but you learn that one of them is the {{Good|Golem}} therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.


* 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.  
* Half the players you get shown are good, and half are evil. Even if you cannot figure out who the Demon is, your information tells you that two of these players know they’re on the same team and two players don’t know they are. You learn 4 players, and you've been observing 2 of them colluding since the beginning of the game, while 2 of them haven't been interacting at all. It is very likely that you've managed to discover the Demon one of its Minions working together.


* 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.  
* In larger games, your information is extremely powerful, and it gets more powerful the more you get. However, even an incomplete set still has value. For example, if you know that three players are different character types, you know that at least one of them is evil, and at least one of them is good. Therefore, you can deduce that any theories that have your whole set as on your team are suspect, because there has to be a Minion or Demon in there somewhere.


* 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.  
* If you’re ever poisoned on any of those four nights, it undermines the whole 4 nights of information. Remember this as you are a high priority target for being poisoned. If there is a {{Evil|Widow}} or a {{Evil|Poisoner}} in play, they’re likely to want to poison you. You get good information on 3 different nights, but on the night you would have learned who the Demon is, you get poisoned, and learn a second Townsfolk instead.


* 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.
* If you can confirm the role of one of the players you are shown, you’ll learn that all other players seen cannot be that role. If one of the players you see can be proven to be a Townsfolk because of the {{Good|Virgin}}, you know all other players you see are not Townsfolk.


* 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.  
* If you are in a game that should have no Outsiders by default, try to find an Outsider as this will give you credibility. More importantly, since they will have to be the Outsider you get shown, you will know that all other targets you are shown cannot be Outsiders.  


* 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.  
* Be careful of characters with abilities that register as something else. A {{Good|Recluse}} might falsely register as the Minion to you, and the {{Good|Spy}} might falsely register as the Outsider to you.  


* 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 ever learn yourself from the storyteller, that is fantastic information. It means the rest of your set aren’t Townsfolk, and so if any of them do claim to be Townsfolk, you have good reason to be suspicious. Additionally, most of the remaining players you will learn will be evil, one being the Minion and the other the demon, leaving only the Outsider as on your team. Learning yourself as the Townsfolk is very rare though, and the Storyteller will only do it in a Teensyville game, or when the good team has very little other information, or both.


* 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 the town has no idea who to execute, but still wants someone to die, someone that you have learnt isn’t the worst option - even if you think that they are good. You have a 25% chance of getting the Demon randomly. Those odds of instant victory aren’t anything to sneeze at.
</div>
</div>


Line 95: Line 96:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
* 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.
== Bluffing as the Balloonist ==
 
When bluffing as the Balloonist, there are a few things you should keep in mind:


* 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.
* Remember that the Balloonist player isn't shown an an alignment, character, or character type, and doesn't know in what order the players are being shown. The Balloonist player is woken each night, the Storyteller points to a player, then the Balloonist goes back to sleep.  


* 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.
* Remember that if you're bluffing as the Balloonist, there should be an additional Outsider in play. You should have a chat with another evil player who comes out as an Outsider to help bolster your claim. You claim you’re the Balloonist, and another player says they’re the {{Good|Butler}} and the group waits for another Outsider claim. The Demon, wanting to play into your bluff comes out as the {{Good|Sweetheart}} pretends to gets angry at you for forcing their hand and revealing themselves.
* The Balloonist’s information is about trying to point out that two or more players cannot be the same type. You can pretend to use this information to make good players seem evil. Two players come out as Townsfolk, but then you reveal that you are the Balloonist, meaning that if you were telling the truth, one of those Townsfolk claims is false (of course, you’re lying, but they don’t know that yet). One player claims to be the {{Good|Mayor}} and another player claims to be a {{Good|Bounty Hunter}}, you can suggest that one of them is lying about their character type by suggesting that your information includes both of them.


* 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.  
* Be very careful in what players you choose. Clumsily claiming players as part of your set can accidentally implicate yourself and/or your demon, leaving you in a real pickle if you need to change your story.


* 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.  
* The Balloonist is a really good claim to fall back on if you don’t have a claim straight away. The Balloonist has good reason to try and hide even right up till the final night. They are trying to fly under the radar for a total of four nights.  


* 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}}.
* Because the Balloonist eventually learns who the Demon is, if you’re able to survive four nights, you can reveal four players, none of which are the Demon. However, when you do this, you’re about to indirectly accuse two players of being evil. If there is another Minion in play, maybe throw them under the bus to make your information seem more credible, because it doesn’t matter as long as you mislead the group on who the Demon is.


* 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.  
* When pointing the finger at four players, make sure that you are pointing at an Outsider in that group. If you forget to do so, you might be left contradicting yourself, saying you added an Outsider but not having a set that excludes an/the Outsider claim.


* 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 pointing the finger at four players, make sure that at least one of them stays alive, if you want to stay alive too. After all four players die, the good team will know that you are lying, because the Demon was supposed to be one of those four dead players.  


* If people believe that you are the Balloonist, you can get eight good players killed - a character that you implicate each day, and the character that the Demon kills at night. This is basically a sure victory for the evil team. Getting eight good players a one-way ticket to dead-town is incredibly helpful, and this is much more devastating than other characters can do. The real Balloonist can get 4 players executed, 2 of which you really do want executed. But a fake Balloonist gets 4 players that you really do want executed.
</div>
</div>


Line 118: Line 124:


[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 08:47, 6 April 2023

Icon balloonist.png Information

Type Townsfolk

"More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!"

Summary

"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"

The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.

How to Run

When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead. Each night including the first, wake the Balloonist and point to a single player (alive or dead) and place the corresponding “Seen Townsfolk/Outsider/Minion/Demon” reminder token next to them, ensuring not to repeat the same type as has been used before (i.e. don’t move reminder tokens once placed). Do not show them a character token or indicate which specific type this player is, just show them a player.

On each subsequent night, therefore, you will have fewer character types to show as you only have your remaining reminder tokens to place. It is legitimate to show the same player to the Balloonist more than once, if they either have different character types when shown or register as having a different character type. While Travellers are technically another character type, it isn't the intent of the character to show Travellers just to inflate how many nights it takes the Balloonist to get their full info, so don't do so.

If there are no characters of a given type in play and you have shown the Balloonist all other types, stop waking the Balloonist. Note that even if a character of this missing type comes into play on a night after you’ve stopped waking the Balloonist, do not wake the Balloonist again on a later night to show them this player – the Balloonist ability was complete when you stopped waking them.

Examples

On the first night, the Balloonist learns Lewis (i.e. the Storyteller points to Lewis). On the second night, the Balloonist learns Doug. On the third night, the Balloonist learns Lachlan. On the fourth night, the Balloonist learns Marianna.

Ben is the Balloonist. On the first night, Ben learns Sarah. On the second night, Ben learns Abdallah. On the third night, Ben dies, so does not learn any more players. Sarah is claiming to be the Monk and Abdallah is claiming to be the Goblin. Ben assumes that he has learnt one Townsfolk player and one Minion player, but he is incorrect - Sarah is the Lunatic and Abdallah is the Leviathan. Ben has actually learnt an Outsider player and a Demon player.

Tips & Tricks

  • Keep your identity a secret for as long as possible. If the Balloonist can survive for four nights, including the first, they learn 4 people, 1 of which is the Demon. Even in a 7-player game that cuts out half of the options. In a 15-player game, that narrows the window down to less than a third of the game.
  • Come out early if you don’t think you’ll survive the whole game. You added an Outsider to the game, but that isn’t wholly a bad thing. Being able to trust the extra Outsider claim once you find them is very valuable for your team's deductions. You can probably help confirm the increased Outsider count, and this means there is now a small cluster of probably trusted good players. In an 8-player game, there should only be 1 Outsider, but 2 players come out as Outsiders. You can then come out as the Balloonist, and your claim now seems credible, and well as making the Outsiders seem credible. That’s three players who are likely to be good.
  • In a small game, it’s highly likely that there won’t even be 4 nights. In this case, your info probably won’t help you learn who the Demon is, but it will likely help you determine maybe two players who are different character types. You learn 2 different players before dying, but you learn that one of them is the Golem therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.
  • Half the players you get shown are good, and half are evil. Even if you cannot figure out who the Demon is, your information tells you that two of these players know they’re on the same team and two players don’t know they are. You learn 4 players, and you've been observing 2 of them colluding since the beginning of the game, while 2 of them haven't been interacting at all. It is very likely that you've managed to discover the Demon one of its Minions working together.
  • In larger games, your information is extremely powerful, and it gets more powerful the more you get. However, even an incomplete set still has value. For example, if you know that three players are different character types, you know that at least one of them is evil, and at least one of them is good. Therefore, you can deduce that any theories that have your whole set as on your team are suspect, because there has to be a Minion or Demon in there somewhere.
  • If you’re ever poisoned on any of those four nights, it undermines the whole 4 nights of information. Remember this as you are a high priority target for being poisoned. If there is a Widow or a Poisoner in play, they’re likely to want to poison you. You get good information on 3 different nights, but on the night you would have learned who the Demon is, you get poisoned, and learn a second Townsfolk instead.
  • If you can confirm the role of one of the players you are shown, you’ll learn that all other players seen cannot be that role. If one of the players you see can be proven to be a Townsfolk because of the Virgin, you know all other players you see are not Townsfolk.
  • If you are in a game that should have no Outsiders by default, try to find an Outsider as this will give you credibility. More importantly, since they will have to be the Outsider you get shown, you will know that all other targets you are shown cannot be Outsiders.
  • Be careful of characters with abilities that register as something else. A Recluse might falsely register as the Minion to you, and the Spy might falsely register as the Outsider to you.
  • If you ever learn yourself from the storyteller, that is fantastic information. It means the rest of your set aren’t Townsfolk, and so if any of them do claim to be Townsfolk, you have good reason to be suspicious. Additionally, most of the remaining players you will learn will be evil, one being the Minion and the other the demon, leaving only the Outsider as on your team. Learning yourself as the Townsfolk is very rare though, and the Storyteller will only do it in a Teensyville game, or when the good team has very little other information, or both.
  • If the town has no idea who to execute, but still wants someone to die, someone that you have learnt isn’t the worst option - even if you think that they are good. You have a 25% chance of getting the Demon randomly. Those odds of instant victory aren’t anything to sneeze at.

Bluffing as the Balloonist

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

  • Remember that the Balloonist player isn't shown an an alignment, character, or character type, and doesn't know in what order the players are being shown. The Balloonist player is woken each night, the Storyteller points to a player, then the Balloonist goes back to sleep.
  • Remember that if you're bluffing as the Balloonist, there should be an additional Outsider in play. You should have a chat with another evil player who comes out as an Outsider to help bolster your claim. You claim you’re the Balloonist, and another player says they’re the Butler and the group waits for another Outsider claim. The Demon, wanting to play into your bluff comes out as the Sweetheart pretends to gets angry at you for forcing their hand and revealing themselves.
  • The Balloonist’s information is about trying to point out that two or more players cannot be the same type. You can pretend to use this information to make good players seem evil. Two players come out as Townsfolk, but then you reveal that you are the Balloonist, meaning that if you were telling the truth, one of those Townsfolk claims is false (of course, you’re lying, but they don’t know that yet). One player claims to be the Mayor and another player claims to be a Bounty Hunter, you can suggest that one of them is lying about their character type by suggesting that your information includes both of them.
  • Be very careful in what players you choose. Clumsily claiming players as part of your set can accidentally implicate yourself and/or your demon, leaving you in a real pickle if you need to change your story.
  • The Balloonist is a really good claim to fall back on if you don’t have a claim straight away. The Balloonist has good reason to try and hide even right up till the final night. They are trying to fly under the radar for a total of four nights.
  • Because the Balloonist eventually learns who the Demon is, if you’re able to survive four nights, you can reveal four players, none of which are the Demon. However, when you do this, you’re about to indirectly accuse two players of being evil. If there is another Minion in play, maybe throw them under the bus to make your information seem more credible, because it doesn’t matter as long as you mislead the group on who the Demon is.
  • When pointing the finger at four players, make sure that you are pointing at an Outsider in that group. If you forget to do so, you might be left contradicting yourself, saying you added an Outsider but not having a set that excludes an/the Outsider claim.
  • When pointing the finger at four players, make sure that at least one of them stays alive, if you want to stay alive too. After all four players die, the good team will know that you are lying, because the Demon was supposed to be one of those four dead players.
  • If people believe that you are the Balloonist, you can get eight good players killed - a character that you implicate each day, and the character that the Demon kills at night. This is basically a sure victory for the evil team. Getting eight good players a one-way ticket to dead-town is incredibly helpful, and this is much more devastating than other characters can do. The real Balloonist can get 4 players executed, 2 of which you really do want executed. But a fake Balloonist gets 4 players that you really do want executed.