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Puzzlemaster and Snitch: Difference between pages

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[[File:icon_puzzlemaster.png|250px]]
[[File:icon_snitch.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'>"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>
<p class='flavour'>"It was John."</p>


<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;">Character Showcase</span>
<youtube>YwOK_zZ4Eo0</youtube>
<youtube>U8Q4pAbZ09E</youtube>


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== Summary ==
== 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."
"Minions start knowing 3 not-in-play characters."


The Puzzlemaster tries to figure out who is drunk.
The Snitch accidentally gives information to the evil team.
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<div class='example'>
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.
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.
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<div class='example'>
<div class='example'>
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.
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.
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<div class='example'>
On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
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== Tips & Tricks ==
== 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.
* 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}}.  
 
* 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 {{Good|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 {{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.  


* 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.  
* 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.


* 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.  
* 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.  


* 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.  
* 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.  


* 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.  
* 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.


* 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.  
* 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.
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== Bluffing as the Puzzlemaster ==
== Bluffing as the Snitch ==
 
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.
 
* 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 {{Good|Mayor}} or {{Good|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!)
When bluffing as the Snitch, there are a few things you should keep in mind:


* 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!)
* 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 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 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.


* 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.
* 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 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.
* 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.


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Revision as of 15:48, 22 March 2023

Icon snitch.png Information

Type Outsider

"It was John."

Character Showcase

Summary

"Minions start knowing 3 not-in-play characters."

The Snitch accidentally gives information to the evil team.

How to Run

Examples

On the first night, the Demon and its two Minions all learn that the Sage, Innkeeper, and Golem are not in play.

On the first night, the Demon learns that the Fool, Monk, and Saint are not in play. The Mastermind learns that the Fool, Monk, and Saint are not in play. The Witch learns that the Fool, Flowergirl, and Barber are not in play. The Fearmonger learns that the Noble, Amnesiac, and Heretic are not in play.

On the fourth night, the Pit-Hag creates a Snitch. All Minions learn three not-in-play characters.

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 Pixie, Undertaker, Saint, Sage, or Goon.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Bluffing as the Snitch

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.
  • 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.
  • 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.
  • 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.