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Balloonist and Bounty Hunter: Difference between pages

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<div id='character-details'>
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[[File:icon_balloonist.png|250px]]
[[File:icon_bountyhunter.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>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>Marianna Carr</td>
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</tr>
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</table>


<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>
<p class='flavour'>"Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure."</p>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"
"You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]"


The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.
The Bounty Hunter learns all the evil players. One. Player. At. A. Time.  
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== 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.
At the start of the first night, wake any player with a Townsfolk character and show them the “You are” card and the thumbs down hand signal to let them know they are evil. Rotate their token 180 degrees in the grimoire, mark them with an evil reminder in clocktower.online or turn their token red in the official app to remind you they are evil. They do not learn anything else other than their new alignment, they do not know who the Minions or Demon are and they continue to register as a Townsfolk to abilities; it’s just their alignment that has changed.


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.
When the Bounty Hunter wakes, point to an evil player. This can be a Minion, Demon, Traveller or the evil Townsfolk, anyone that is evil or registering as evil. If that player dies, regardless of whether they die at night or during the day, regardless of whether they’re evil or not, wake the Bounty Hunter that night and show them a new evil player.
 
Note that the Bounty Hunter is quite late in the night order on the first night. This is the time to wake them to show them the player they are learning is evil. The player that started evil, however, should be told immediately on the first night that they are evil and you as Storyteller should also bear this in mind when doing other first night information – that player is already evil even though the Bounty Hunter has not woken yet.
 
If the Bounty Hunter is drunk or poisoned or in a Vortox game at any point when they would learn information, you may (must if Vortox) give them incorrect information and show a good player. If they later sober up, they do not learn any new information, even though they still think that a good player is evil. When the player they saw dies, they learn a new player that night.
 
If the “known” evil player turns good later, this doesn’t affect the Bounty Hunter, that player still needs to die in order for the Bounty Hunter to get further information.
 
It's worth noting that, if you feel the Bounty Hunter has already gained a lot of information, it's possible to give a dead evil player or one they've already received. In the former case, if they're dead they cannot die again, so the Bounty Hunter will not get new information unless that player is resurrected and killed again.
 
For Travellers, both travelling away and being exiled result in their death – so if a Bounty Hunter has seen a Traveller, either situation would result in the Bounty Hunter getting more information that night.
 
NB: Due to the Bounty Hunter adding an extra evil player, extreme caution should be taken when adding it to a script with any other potential alignment changers as soon as more than one player can be turned evil it’s very easy to get an evil voting majority and not even the evil players particularly enjoy that. The script with Goon, Mezepheles, Fang Gu, Politician and Cult Leader has been made before and it isn’t fun...
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<div class='example'>
<div class='example'>
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.  
On the first night, the Bounty Hunter learns that Edd is evil. Edd is the {{Good|King}} who has been turned evil by the Bounty Hunter. The next day, the {{Good|King}} dies. The following night, the Bounty Hunter learns that Abdallah is evil. Abdallah is the {{Evil|Goblin}}.  
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<div class='example'>
<div class='example'>
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.  
On the first night, the Bounty Hunter learns that Evin is evil. Three days later, Evin dies. That night, the Bounty Hunter learns Marianna is evil. Marianna is a Minion. Three nights later, the Demon kills Marianna and the Bounty Hunter learns that Alex is evil. Alex is the Demon. The {{Good|Tea Lady}}, who was made evil by the Bounty Hunter, is still alive.  
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== Tips & Tricks ==
== 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.
* This is pretty simple, right? You know who an evil player is, right off the bat on day 1! Not even the {{Good|Investigator}} info is this strong! You should tell everyone about it immediately and get that filthy scoundrel of an evil player executed as soon as possible so you can get more information on other dastardly fiends around town and work your way closer to finding out who the Demon is!


* 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.
* You know who an evil player is, but they don’t know you know… Maybe this is a time to sit back in the shadows and pay attention to who they talk to, whether they seem to start without a bluff and then get one after a certain conversation, or maybe they just seem entirely lost and not sure who to talk to. This can tell you who the other evil players are in the first case and that it’s probably the evil Townsfolk in the latter case. Either way, now you have a better idea of who else might be evil and if you now get them executed and see one of the only other people they spoke to on the first day, this is just more evidence that shows your information is correct!


* 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.
* Once you’re public as a Bounty Hunter, you’re a target for the Demon to kill, so choose your moment to make your information public with great care. Come out too early and you can just be killed before you get the full extent of your potential information. Come out too late and you won’t be able to convince enough people to execute your target in order to get more information. The game can literally swing based on how much information you get, if you manage to work your way through executing the whole evil team to find out who the Demon is, but that requires you both controlling a lot of executions and surviving to that point, so public knowledge about you has to be timed just right!


* 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.
* Remember you’ve created an evil Townsfolk in this game! Not only is this an extra evil player with an extra nomination and an extra vote, but also they have a free bluff in the character token they actually received if they want it. Even worse, however, they have an incentive to lie about their information, so this is yet another source of misinformation that you will have to be wary of. It’s also worth remembering that there’s an extra evil player if the game goes to a final three – you’ll need an extra good vote on the Demon in order for the evil team not to be able to rise up and beat your numbers just with evil votes!


* 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.
* Maybe this is a moment to go up to the evil player you saw and try to convince them you’re evil too! If they’re the evil Townsfolk created by your own ability, they won’t know who the other evil players are and will possibly just trust you if you “out” as evil to them. If they’re a Minion, however, you might be putting them on their guard that they’ve been seen by a Bounty Hunter and they might be able to tell the Demon to kill you, so use this tactic with caution!


* 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.
* If you are staying concealed, you still need to get your targets executed. So you’ll want to be either getting someone else to claim your information for you or claiming your information privately to get people on board with executing your targets – you’ll need plenty of votes, especially if you’ve seen a Minion that the evil team won’t want to be voting on.


* 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.
* Your information is, unfortunately, very fragile when poisoned – you will almost always learn a good player rather than an evil one and you may not want to get that player executed… If you think you’ve been spotted by an evil team and are just going to be poisoned consistently because you absolutely trust your latest target, maybe this is a time to accept that you’re not going to get any more good information and accept death if people don’t trust you… Or maybe you can discuss with that player and see if they’re willing to die to get you another bit of info that might not be poisoned this time. Or you can turn your attentions to hunting down that pesky {{Evil|Poisoner}} or {{Evil|Widow}} that’s messing with your info and hope the Demon kills your current target at night to get you some juicy new info!


* 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.
* Pay attention to what evil characters are on the script – you don’t want to lead the town on a crusade to execute your target only to find out that they were a {{Evil|Goblin}} or {{Evil|Boomdandy}} that’s just won the game for the evil team!
 
* 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.
 
* 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.
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== Bluffing as the Balloonist ==
== Bluffing as the Bounty Hunter ==
 
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 {{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.
When bluffing as the Bounty Hunter, there are a few things you should keep in mind:
* 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.


* 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.
* Bluffing as the Bounty Hunter is a long game. You’ll need a detailed story of which players you discover as being evil across the course of the game. It can be wise to wait silently in the shadows, watching the game so that you can get your story straight. Remember, you’ll be needing to remember a sequence of players who you learn of as being evil and that will need to tally with any information coming from players you're claiming must be good by elimination.  


* 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.  
* Coming out as a Bounty Hunter throws a lot of shade on other players. You can get key players killed and undermine trust between players. Watch out for alignment detecting characters like {{Good|Empath}} or {{Good|Cult Leader}} as they can discover that you’re lying.


* 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.
* Be mindful that when you’re claiming to be the Bounty Hunter, you will be accusing one or more good players of being evil. The more players you accusing of being evil, the more players you’re turning into enemies. However, if you manage to pull this off just right, this can be a great way to split the game by possibly dividing the good players into two camps. Alternatively, this can be a great way to pull focus off the Demon if they’re under suspicion.


* 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.
* Create a clique with good players, because you will need a small bloc of allies to execute the people you set up as evil with your fake information. Go around on the first day and pick one or two good players you want to form an alliance with, and drip feed them your information. Even if you get discovered, you're likely to have gotten one or two good players executed anyway and then get executed yourself, all of which are executions that aren't going on your Demon.


* 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 you come out publicly, be prepared to be executed or get the Demon to kill you, as a public Bounty Hunter surviving into the late game is incredibly suspicious. Bounty Hunters are high priority targets for the Demon because if they're left alive long enough they will eventually learn who the Demon is. So if you think your Minion ability is of limited value any more, get the Demon to kill you as soon as you "come out publicly" to build trust in your claims when you die at night.


* 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.  
* If there’s a player voting erratically, you can set them up as the evil Townsfolk since an evil Townsfolk created by the Bounty Hunter doesn’t know who the evil players are and would likely be voting that way. It can be a great way to isolate a seemingly trustworthy player whose character has been verified, because they will have started as that Townsfolk, but then turned evil by you. It's a great way to undermine provable characters like the {{Good|Virgin}}, or {{Good|Slayer}} too.
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Revision as of 09:09, 11 December 2023

Icon bountyhunter.png Information

Type Townsfolk
Artist Marianna Carr

"Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure."

Summary

"You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]"

The Bounty Hunter learns all the evil players. One. Player. At. A. Time.

How to Run

At the start of the first night, wake any player with a Townsfolk character and show them the “You are” card and the thumbs down hand signal to let them know they are evil. Rotate their token 180 degrees in the grimoire, mark them with an evil reminder in clocktower.online or turn their token red in the official app to remind you they are evil. They do not learn anything else other than their new alignment, they do not know who the Minions or Demon are and they continue to register as a Townsfolk to abilities; it’s just their alignment that has changed.

When the Bounty Hunter wakes, point to an evil player. This can be a Minion, Demon, Traveller or the evil Townsfolk, anyone that is evil or registering as evil. If that player dies, regardless of whether they die at night or during the day, regardless of whether they’re evil or not, wake the Bounty Hunter that night and show them a new evil player.

Note that the Bounty Hunter is quite late in the night order on the first night. This is the time to wake them to show them the player they are learning is evil. The player that started evil, however, should be told immediately on the first night that they are evil and you as Storyteller should also bear this in mind when doing other first night information – that player is already evil even though the Bounty Hunter has not woken yet.

If the Bounty Hunter is drunk or poisoned or in a Vortox game at any point when they would learn information, you may (must if Vortox) give them incorrect information and show a good player. If they later sober up, they do not learn any new information, even though they still think that a good player is evil. When the player they saw dies, they learn a new player that night.

If the “known” evil player turns good later, this doesn’t affect the Bounty Hunter, that player still needs to die in order for the Bounty Hunter to get further information.

It's worth noting that, if you feel the Bounty Hunter has already gained a lot of information, it's possible to give a dead evil player or one they've already received. In the former case, if they're dead they cannot die again, so the Bounty Hunter will not get new information unless that player is resurrected and killed again.

For Travellers, both travelling away and being exiled result in their death – so if a Bounty Hunter has seen a Traveller, either situation would result in the Bounty Hunter getting more information that night.

NB: Due to the Bounty Hunter adding an extra evil player, extreme caution should be taken when adding it to a script with any other potential alignment changers – as soon as more than one player can be turned evil it’s very easy to get an evil voting majority and not even the evil players particularly enjoy that. The script with Goon, Mezepheles, Fang Gu, Politician and Cult Leader has been made before and it isn’t fun...

Examples

On the first night, the Bounty Hunter learns that Edd is evil. Edd is the King who has been turned evil by the Bounty Hunter. The next day, the King dies. The following night, the Bounty Hunter learns that Abdallah is evil. Abdallah is the Goblin.

On the first night, the Bounty Hunter learns that Evin is evil. Three days later, Evin dies. That night, the Bounty Hunter learns Marianna is evil. Marianna is a Minion. Three nights later, the Demon kills Marianna and the Bounty Hunter learns that Alex is evil. Alex is the Demon. The Tea Lady, who was made evil by the Bounty Hunter, is still alive.

Tips & Tricks

  • This is pretty simple, right? You know who an evil player is, right off the bat on day 1! Not even the Investigator info is this strong! You should tell everyone about it immediately and get that filthy scoundrel of an evil player executed as soon as possible so you can get more information on other dastardly fiends around town and work your way closer to finding out who the Demon is!
  • You know who an evil player is, but they don’t know you know… Maybe this is a time to sit back in the shadows and pay attention to who they talk to, whether they seem to start without a bluff and then get one after a certain conversation, or maybe they just seem entirely lost and not sure who to talk to. This can tell you who the other evil players are in the first case and that it’s probably the evil Townsfolk in the latter case. Either way, now you have a better idea of who else might be evil and if you now get them executed and see one of the only other people they spoke to on the first day, this is just more evidence that shows your information is correct!
  • Once you’re public as a Bounty Hunter, you’re a target for the Demon to kill, so choose your moment to make your information public with great care. Come out too early and you can just be killed before you get the full extent of your potential information. Come out too late and you won’t be able to convince enough people to execute your target in order to get more information. The game can literally swing based on how much information you get, if you manage to work your way through executing the whole evil team to find out who the Demon is, but that requires you both controlling a lot of executions and surviving to that point, so public knowledge about you has to be timed just right!
  • Remember you’ve created an evil Townsfolk in this game! Not only is this an extra evil player with an extra nomination and an extra vote, but also they have a free bluff in the character token they actually received if they want it. Even worse, however, they have an incentive to lie about their information, so this is yet another source of misinformation that you will have to be wary of. It’s also worth remembering that there’s an extra evil player if the game goes to a final three – you’ll need an extra good vote on the Demon in order for the evil team not to be able to rise up and beat your numbers just with evil votes!
  • Maybe this is a moment to go up to the evil player you saw and try to convince them you’re evil too! If they’re the evil Townsfolk created by your own ability, they won’t know who the other evil players are and will possibly just trust you if you “out” as evil to them. If they’re a Minion, however, you might be putting them on their guard that they’ve been seen by a Bounty Hunter and they might be able to tell the Demon to kill you, so use this tactic with caution!
  • If you are staying concealed, you still need to get your targets executed. So you’ll want to be either getting someone else to claim your information for you or claiming your information privately to get people on board with executing your targets – you’ll need plenty of votes, especially if you’ve seen a Minion that the evil team won’t want to be voting on.
  • Your information is, unfortunately, very fragile when poisoned – you will almost always learn a good player rather than an evil one and you may not want to get that player executed… If you think you’ve been spotted by an evil team and are just going to be poisoned consistently because you absolutely trust your latest target, maybe this is a time to accept that you’re not going to get any more good information and accept death if people don’t trust you… Or maybe you can discuss with that player and see if they’re willing to die to get you another bit of info that might not be poisoned this time. Or you can turn your attentions to hunting down that pesky Poisoner or Widow that’s messing with your info and hope the Demon kills your current target at night to get you some juicy new info!
  • Pay attention to what evil characters are on the script – you don’t want to lead the town on a crusade to execute your target only to find out that they were a Goblin or Boomdandy that’s just won the game for the evil team!

Bluffing as the Bounty Hunter

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

  • Bluffing as the Bounty Hunter is a long game. You’ll need a detailed story of which players you discover as being evil across the course of the game. It can be wise to wait silently in the shadows, watching the game so that you can get your story straight. Remember, you’ll be needing to remember a sequence of players who you learn of as being evil and that will need to tally with any information coming from players you're claiming must be good by elimination.
  • Coming out as a Bounty Hunter throws a lot of shade on other players. You can get key players killed and undermine trust between players. Watch out for alignment detecting characters like Empath or Cult Leader as they can discover that you’re lying.
  • Be mindful that when you’re claiming to be the Bounty Hunter, you will be accusing one or more good players of being evil. The more players you accusing of being evil, the more players you’re turning into enemies. However, if you manage to pull this off just right, this can be a great way to split the game by possibly dividing the good players into two camps. Alternatively, this can be a great way to pull focus off the Demon if they’re under suspicion.
  • Create a clique with good players, because you will need a small bloc of allies to execute the people you set up as evil with your fake information. Go around on the first day and pick one or two good players you want to form an alliance with, and drip feed them your information. Even if you get discovered, you're likely to have gotten one or two good players executed anyway and then get executed yourself, all of which are executions that aren't going on your Demon.
  • If you come out publicly, be prepared to be executed or get the Demon to kill you, as a public Bounty Hunter surviving into the late game is incredibly suspicious. Bounty Hunters are high priority targets for the Demon because if they're left alive long enough they will eventually learn who the Demon is. So if you think your Minion ability is of limited value any more, get the Demon to kill you as soon as you "come out publicly" to build trust in your claims when you die at night.
  • If there’s a player voting erratically, you can set them up as the evil Townsfolk since an evil Townsfolk created by the Bounty Hunter doesn’t know who the evil players are and would likely be voting that way. It can be a great way to isolate a seemingly trustworthy player whose character has been verified, because they will have started as that Townsfolk, but then turned evil by you. It's a great way to undermine provable characters like the Virgin, or Slayer too.