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[[File:icon_snitch.png|250px]]
[[File:icon_pukka.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>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
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</table>


<p class='flavour'>"It was John."</p>
<p class='flavour'>"You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>U8Q4pAbZ09E</youtube>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/45973585/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-0-10%2F241738306-44100-2-4321a5a600611.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Minions start knowing 3 not-in-play characters."
"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy."


The Snitch accidentally gives information to the evil team.
The Pukka poisons its victims, who die at a later time.
*  
* When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.
*  
* Unlike other Demons, the Pukka acts during the first night.
* The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.
* If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.
* If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
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== How to Run ==
== How to Run ==
Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is '''poisoned'''—mark them with a '''POISONED''' reminder.
Each night except the first, the other player marked '''POISONED dies'''—mark them with a '''DEAD''' reminder, then remove their '''POISONED''' reminder.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Players that the Pukka kills are still poisoned at their time of death. If you are using characters from other editions, you may need to keep the <span style="font-weight: bold; font-style: normal;">POISONED</span> reminder by the <span style="font-weight: bold; font-style: normal;">DEAD</span> reminder until their death ability is resolved. For example, if the Pukka kills the Sage, the Sage may get false information due to being poisoned by the Pukka.
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<div class='example'>
<div class='example'>
On the first night, the Demon and its two Minions all learn that the {{Good|Sage}}, {{Good|Innkeeper}}, and {{Good|Golem}} are not in play.
The Pukka poisons the {{Good|Chambermaid}}. The {{Good|Chambermaid}} gets false information. The next night, the {{Good|Chambermaid}} dies.
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<div class='example'>
<div class='example'>
On the first night, the Demon learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Mastermind}} learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Witch}} learns that the {{Good|Fool}}, {{Good|Flowergirl}}, and {{Good|Barber}} are not in play. The {{Evil|Fearmonger}} learns that the {{Good|Noble}}, {{Good|Amnesiac}}, and {{Good|Heretic}} are not in play.
The Pukka poisons the {{Good|Fool}}. The next day, the {{Good|Fool}} is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the {{Good|Gossip}}. The next night, the Pukka is drunk and tries to poison the {{Good|Tinker}}, but does not. The next night, the {{Good|Gossip}} dies because the Pukka is sober.
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<div class='example'>
<div class='example'>
On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
The Pukka poisons the {{Good|Pacifist}}. The next night, the {{Good|Exorcist}} chooses the Pukka to not wake tonight. The {{Good|Pacifist}} dies, but the Pukka does not wake to attack tonight.
</div>
 
<div class='example'>
The {{Good|Moonchild}} is executed, dies, and chooses the {{Good|Courtier}}. That night, the Pukka chooses the {{Good|Moonchild}}. The {{Good|Courtier}} does not die because the {{Good|Moonchild}} is poisoned.
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== Tips & Tricks ==
== Tips & Tricks ==


* When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the {{Good|Pixie}}, {{Good|Undertaker}}, {{Good|Saint}}, {{Good|Sage}}, or {{Good|Goon}}.  
* The devious Pukka is the deadliest demon in [[Bad Moon Rising]] for its viciousness and cruelty. All the other demons give the town the courtesy of a single night; the Pukka has no such patience, sowing chaos into the town from the first night, selecting their first victim before the townsfolk even get a chance to act. The {{Evil|Zombuul}} may be a little hardier than you, and the {{Evil|Shabaloth}} and {{Evil|Po}} may kill more effectively, but they are vulnerable to the most deadly weapon the good team wields: information. Not only do you kill but you neutralize your victims, forcing them to spend their last days in delirium, their information confused and the danger they once posed reduced to nothing. The good team always hopes you are not in play, lest they have to spend the whole game doubting all of the information that would normally lead them right to your door.


* Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
* Factor in who you want to poison as well as who you want to kill. An aggressive and talkative {{Good|Chambermaid}} who doesn't realize their last day of information is wrong can do a lot of legwork for you beyond the grave. If you get very lucky, you could catch an {{Good|Exorcist}} or {{Good|Courtier}} out before they catch you, or you can expose an {{Good|Innkeeper}}'s patrons to your {{Evil|Godfather}} or a {{Good|Moonchild}} curse with a little bit of a good timing. You are the only evil player in [[Bad Moon Rising]] who has the ability to befuddle your target's information, so why not take full advantage?


* Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.
* Target players who you don't think are going to be executed the next day. If the good team executes your poisoned victim, then there'll be no death that night from you... which wily good players might use to detect that you are in play. A badly timed execution will leave you scrambling to play catch up for the rest of the game!


* If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.
* Target players who the good team suspects are bluffing being immune to execution, like the {{Good|Sailor}}, or a {{Good|Tea Lady}} and her neighbour. Even with the lack of death the following night, it will look like they faked their ability using a {{Evil|Devil's Advocate}}, and can even lead the good team to believe they are in fact a {{Evil|Zombuul}}. (And any day the good team spends executing dead players is a good day for you!)


* If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
* Your poison cannot be blocked by anything but the wily {{Good|Goon}}, but characters can still be protected from death at night by characters like the {{Good|Tea Lady}} or {{Good|Innkeeper}}. You have nothing to fear from a {{Good|Fool}} or a {{Good|Sailor}}, but choose carefully nonetheless - it won't do to miss a kill, especially since you're competing with the {{Evil|Shabaloth}} or {{Evil|Po}}. Reliable and methodical should be your goal.


* Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.
* Try to mask the fact that there is a Pukka in play for as long as possible. Once the good team know you are in play, they can start backtracking your poisoned information, undoing all your hard work! While it might seem like bluffing a {{Evil|Zombuul}} would be the obvious choice, in can in fact be easier to mimic a {{Evil|Po}} or even a {{Evil|Shabaloth}} with the help of an {{Evil|Assassin}} or a {{Evil|Godfather}}... or just some risk taking townsfolk. For example, if you know a {{Good|Gossip}} statement will produce a death that night, that can be the time to have your minions act, creating multiple deaths that mimic a charged up {{Evil|Po}} attack. While they may track you down eventually, the goal is that by the time they do... it's too late for them to stop you.
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== Bluffing as the Snitch ==
== Fighting the Pukka ==
 
When bluffing as the Snitch, there are a few things you should keep in mind:


* If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.  
* The first step to fighting the Pukka is figuring out the Pukka is in play. Look for suspicious deaths of a night time, such as the {{Good|Fool}} dying early, or {{Good|Sailor}} dying at all. Or, consider that when nobody dies at night time, that it was due to a the Pukka target being executed that day instead. If a pattern forms around these two signals, you almost certainly have a Pukka in the game.


* If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.
* Once you have figured out that a Pukka is in play, you'll need to do some informational backtracking. Each player that died last night, was poisoned the day and night beforehand. Dead {{Good|Tea Lady}}s have a reason that their ability did not work while alive. Dead {{Good|Gambler}}s have a reason that they did not die when they picked a player the night before. Dead {{Good|Chambermaid}}s got false information the night before last. Dead {{Good|Exorcist}}s might have actually chosen the Demon on a night where players died. Backtracking can be complicated, since what happened the night before last is more difficult to remember than what happened last night, but will grant enormous information if you can do it.


* After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.
* If Pukka is in play, nobody is safe. The {{Good|Fool}} and the {{Good|Sailor}} can not be protected by their character ability etc. Also, since the Pukka chooses who to kill a full night earlier than normal, it is beneficial for all good players to reveal their characters and information to the group publicly as soon as possible. Sometimes, with other Demons, it can be beneficial for some good players to not reveal who they are, so that the Demon attacks certain players and leaves others alone - but with the Pukka, this is not the case. Reveal everything, and work as a team to bring that pesky poisoner to justice!


* After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.
* If you have no idea which players are evil, execute players who you think are poisoned. All things being equal, it is best to execute a good player who is poisoned by the Pukka than a good player that is not, because when you execute a Pukka victim, nobody dies due to the Demon that night. Obviously, it is better to execute evil players, but if you have no information about who is good or evil, err on the side of voting to execute players that seem to be poisoned.


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[[Category:Experimental Characters]]
[[Category:Bad Moon Rising]]
[[Category:Outsiders]]
[[Category:Demons]]

Revision as of 15:36, 2 April 2023

Icon pukka.png Information

Type Demon
Artist Aidan Roberts

"You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret."

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, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy."

The Pukka poisons its victims, who die at a later time.

  • When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.
  • Unlike other Demons, the Pukka acts during the first night.
  • The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.
  • If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.
  • If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.

How to Run

Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is poisoned—mark them with a POISONED reminder.

Each night except the first, the other player marked POISONED dies—mark them with a DEAD reminder, then remove their POISONED reminder.

Players that the Pukka kills are still poisoned at their time of death. If you are using characters from other editions, you may need to keep the POISONED reminder by the DEAD reminder until their death ability is resolved. For example, if the Pukka kills the Sage, the Sage may get false information due to being poisoned by the Pukka.

Examples

The Pukka poisons the Chambermaid. The Chambermaid gets false information. The next night, the Chambermaid dies.

The Pukka poisons the Fool. The next day, the Fool is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the Gossip. The next night, the Pukka is drunk and tries to poison the Tinker, but does not. The next night, the Gossip dies because the Pukka is sober.

The Pukka poisons the Pacifist. The next night, the Exorcist chooses the Pukka to not wake tonight. The Pacifist dies, but the Pukka does not wake to attack tonight.

The Moonchild is executed, dies, and chooses the Courtier. That night, the Pukka chooses the Moonchild. The Courtier does not die because the Moonchild is poisoned.

Tips & Tricks

  • The devious Pukka is the deadliest demon in Bad Moon Rising for its viciousness and cruelty. All the other demons give the town the courtesy of a single night; the Pukka has no such patience, sowing chaos into the town from the first night, selecting their first victim before the townsfolk even get a chance to act. The Zombuul may be a little hardier than you, and the Shabaloth and Po may kill more effectively, but they are vulnerable to the most deadly weapon the good team wields: information. Not only do you kill but you neutralize your victims, forcing them to spend their last days in delirium, their information confused and the danger they once posed reduced to nothing. The good team always hopes you are not in play, lest they have to spend the whole game doubting all of the information that would normally lead them right to your door.
  • Factor in who you want to poison as well as who you want to kill. An aggressive and talkative Chambermaid who doesn't realize their last day of information is wrong can do a lot of legwork for you beyond the grave. If you get very lucky, you could catch an Exorcist or Courtier out before they catch you, or you can expose an Innkeeper's patrons to your Godfather or a Moonchild curse with a little bit of a good timing. You are the only evil player in Bad Moon Rising who has the ability to befuddle your target's information, so why not take full advantage?
  • Target players who you don't think are going to be executed the next day. If the good team executes your poisoned victim, then there'll be no death that night from you... which wily good players might use to detect that you are in play. A badly timed execution will leave you scrambling to play catch up for the rest of the game!
  • Target players who the good team suspects are bluffing being immune to execution, like the Sailor, or a Tea Lady and her neighbour. Even with the lack of death the following night, it will look like they faked their ability using a Devil's Advocate, and can even lead the good team to believe they are in fact a Zombuul. (And any day the good team spends executing dead players is a good day for you!)
  • Your poison cannot be blocked by anything but the wily Goon, but characters can still be protected from death at night by characters like the Tea Lady or Innkeeper. You have nothing to fear from a Fool or a Sailor, but choose carefully nonetheless - it won't do to miss a kill, especially since you're competing with the Shabaloth or Po. Reliable and methodical should be your goal.
  • Try to mask the fact that there is a Pukka in play for as long as possible. Once the good team know you are in play, they can start backtracking your poisoned information, undoing all your hard work! While it might seem like bluffing a Zombuul would be the obvious choice, in can in fact be easier to mimic a Po or even a Shabaloth with the help of an Assassin or a Godfather... or just some risk taking townsfolk. For example, if you know a Gossip statement will produce a death that night, that can be the time to have your minions act, creating multiple deaths that mimic a charged up Po attack. While they may track you down eventually, the goal is that by the time they do... it's too late for them to stop you.

Fighting the Pukka

  • The first step to fighting the Pukka is figuring out the Pukka is in play. Look for suspicious deaths of a night time, such as the Fool dying early, or Sailor dying at all. Or, consider that when nobody dies at night time, that it was due to a the Pukka target being executed that day instead. If a pattern forms around these two signals, you almost certainly have a Pukka in the game.
  • Once you have figured out that a Pukka is in play, you'll need to do some informational backtracking. Each player that died last night, was poisoned the day and night beforehand. Dead Tea Ladys have a reason that their ability did not work while alive. Dead Gamblers have a reason that they did not die when they picked a player the night before. Dead Chambermaids got false information the night before last. Dead Exorcists might have actually chosen the Demon on a night where players died. Backtracking can be complicated, since what happened the night before last is more difficult to remember than what happened last night, but will grant enormous information if you can do it.
  • If Pukka is in play, nobody is safe. The Fool and the Sailor can not be protected by their character ability etc. Also, since the Pukka chooses who to kill a full night earlier than normal, it is beneficial for all good players to reveal their characters and information to the group publicly as soon as possible. Sometimes, with other Demons, it can be beneficial for some good players to not reveal who they are, so that the Demon attacks certain players and leaves others alone - but with the Pukka, this is not the case. Reveal everything, and work as a team to bring that pesky poisoner to justice!
  • If you have no idea which players are evil, execute players who you think are poisoned. All things being equal, it is best to execute a good player who is poisoned by the Pukka than a good player that is not, because when you execute a Pukka victim, nobody dies due to the Demon that night. Obviously, it is better to execute evil players, but if you have no information about who is good or evil, err on the side of voting to execute players that seem to be poisoned.