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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Thinking themselves wise, they became fools."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span> <table style="width: 90%; margin: 0 auto;"> <tr> <td>Type</td> <td>Townsfolk<...")
 
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<div id='character-details'>
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[[File:icon_choirboy.png|250px]]
[[File:icon_cultleader.png|250px]]
<p class='flavour'>"I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours."</p>
<p class='flavour'>"Thinking themselves wise, they became fools."</p>


<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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The Choirboy learns who the Demon is when the Demon kills the King.
The Cult Leader convinces others to join their cult to end the game. But which team will win?


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== Character Text ==
== Character Text ==


"If the Demon kills the King, you learn which player is the Demon. [+the King]"
"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} attacks the {{Good|Empath}}. The {{Good|Empath}} dies. The next night, the {{Evil|Imp}} attacks the {{Good|King}}, who is protected by the {{Good|Monk}}. The {{Good|King}} lives. The next night, the {{Evil|Imp}} attacks the {{Good|King}}, who is no longer protected by the {{Good|Monk}}. The {{Good|King}} dies. The {{Good|Choirboy}} is woken by the Storyteller and learns which player is the {{Evil|Imp}}.
The {{Good|Cult Leader}} neighbours the {{Good|Farmer}} and the {{Good|Magician}}. On the first night, the {{Good|Cult Leader}} remains good. The {{Good|Magician}} is executed, and dies, and the {{Good|Cult Leader}}'s living neighbours are now the {{Good|Farmer}} and the {{Evil|Marionette}}. The Storyteller decides to make the {{Good|Cult Leader}} evil. The next night, even though the {{Good|Cult Leader}}'s living neighbours are still the {{Good|Farmer}} and the {{Evil|Marionette}}, the Storyteller decides to make the {{Good|Cult Leader}} good again.  
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<div class='example'>
<div class='example'>
The {{Evil|Shabaloth}} kills the {{Good|King}}. The drunk {{Good|Choirboy}} wakes and wrongly learns that the {{Good|General}} is the Demon.
The {{Good|Cult Leader}} is evil. The {{Good|Cult Leader}} requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the {{Good|Cult Leader}} turns good. The following day, the {{Good|Cult Leader}} requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the {{Good|Cult Leader}} is good.  
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== Tips & Tricks ==
== Tips & Tricks ==


* The Choirboy is an ambush for the Demon. Not knowing whether you’re in the game or not is going to make the Demon act much more cautiously around the {{Good|King}}. The Demon however has a dilemma, if they let the {{Good|King}} stay alive for too long, then they are going to get really good information at a crucial moment in the game. Try to survive as long as you can to keep the pressure on the Demon.
* Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.


* If you die, don’t reveal this publicly, because just the threat of you being alive can be enough. You can take your secret with you to the grave. If there are characters like the {{Good|Undertaker}} or {{Good|Dreamer}} that learn who you are, it can be good to chat with them and get them to lie about your character. Remember the threat of a living {{Good|Choirboy}} is almost as good as an alive {{Good|Choirboy}}.
* Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.  


* If the {{Good|King}} reveals themselves, try to visit them discreetly when you can. If you’re too obvious in trying to seek out the {{Good|King}}, this might signal to the Demon that you’re the {{Good|Choirboy}}.  Maybe find a player you trust, and have them speak to the {{Good|King}} on your behalf. Even if they don't reveal who you are to the {{Good|King}}, you're letting them know that a {{Good|Choirboy}} is in play, and this might let them act more safely.
* Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.  


* If no one comes out as the {{Good|King}}, you know that there should still be one in play. For some reason they’re not coming out. At this point, only you and the Demon knows for certain that there is a {{Good|King}} in play, but the Demon has the advantage of knowing who they are, and might be quite confused about why they’re not coming out.  
* Get other players to use detection abilities on your neighbours to verify your claims. Get the {{Good|Chambermaid}} or the {{Good|Seamstress}} to pick both your neighbours at night, to verify your claims of alignment.  


* Character swap with another player and let them claim to be the {{Good|Choirboy}}. If the Demon kills the fake {{Good|Choirboy}} and then kills the {{Good|King}}, you learn who the Demon is. Of course, if the other player is too obvious with their claim, the Demon might not believe them. However, the uncertainty it creates might help keep the {{Good|King}} alive anyway.
* Try and execute players between you and those verified as good by Townsfolk, such as the {{Good|Virgin}} or the {{Good|Noble}}, as this will help make the town trust that you are good for a Cult Leader victory.
 
* Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.
 
* Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an {{Good|Empath}}. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.
 
* Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.
 
* During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.
 
* Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.  
 
* Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.
<br>
<br>


== Bluffing as the Choirboy==
== Bluffing as the Cult Leader==
 
When bluffing as the {{Good|Cult Leader}}, there are a few things you should keep in mind:
 
* When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!
 
* Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.
 
* If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.


When bluffing as the {{Good|Choirboy}}, there are a few things you should keep in mind:
* A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you ''are''!)


* The Demon will know if there is a {{Good|King}} in play or not. If there is no {{Good|King}}, a {{Good|Choirboy}} bluff will need to partner up with another evil player who pretends to be the {{Good|King}}. If the Demon or another evil player leads with a {{Good|King}} bluff, support their bluff by letting a few people know you’re the {{Good|Choirboy}}.
* While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!


* If there is a {{Good|King}} in play, pretend you are a {{Good|Choirboy}} to the {{Good|King}}. This might help you discover whether there is a real {{Good|Choirboy}} or not, which is useful information to the Demon. If the {{Good|King}} does not reveal there is a double up, then the {{Good|King}} is safe to kill and even better you can feed the game with a false Demon claim. However, if there is a double up, you might help flush out the real {{Good|Choirboy}} and make the players doubt their information.
* Alternatively, if you've think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.


* Bluffing as the {{Good|Choirboy}} can come to a head if the {{Good|King}} (real or fake) is killed by the Demon. Because when this happens, the town will expect you to come out with a Demon accusation. This bluff will probably fall apart when that player is executed and the game doesn’t immediately end. You might be fine if there are Minions like the {{Evil|Scarlet Woman}} on the script.
* If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player ''becomes'' your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead ''and'' bolstering your teammate at the same time!


* If there are means of death by night that are not the Demon, such as the {{Evil|Assassin}} or the {{Good|Lycanthrope}}, if the {{Good|King}} (fake or not) dies during the night, you can always claim that you learned nothing, which suggests the {{Good|King}} died by one of them instead. This can be tricky if there should be an additional death which does not happen (like the {{Evil|Assassin}}).  
* While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the {{Good|Empath}} or the {{Good|Seamstress}}.


* Be careful if you actually double up with a {{Good|Choirboy}} - for if the {{Good|King}} is killed by the Demon while the real {{Good|Choirboy}} is alive, you will have to accuse someone of being the Demon. If this happens too early, it’s only a matter of time before the players execute the real Demon as their choices are reduced down to two players.  
* If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an {{Good|Oracle}} for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the {{Good|Undertaker}} or {{Good|Dreamer}} though - they'll condemn you pretty quick.)


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Revision as of 16:00, 5 March 2023

Icon cultleader.png

"Thinking themselves wise, they became fools."

Information

Type Townsfolk

The Cult Leader convinces others to join their cult to end the game. But which team will win?

Character Text

"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."

Examples

The Cult Leader neighbours the Farmer and the Magician. On the first night, the Cult Leader remains good. The Magician is executed, and dies, and the Cult Leader's living neighbours are now the Farmer and the Marionette. The Storyteller decides to make the Cult Leader evil. The next night, even though the Cult Leader's living neighbours are still the Farmer and the Marionette, the Storyteller decides to make the Cult Leader good again.

The Cult Leader is evil. The Cult Leader requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the Cult Leader turns good. The following day, the Cult Leader requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the Cult Leader is good.

Tips & Tricks

  • Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.
  • Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.
  • Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.
  • Get other players to use detection abilities on your neighbours to verify your claims. Get the Chambermaid or the Seamstress to pick both your neighbours at night, to verify your claims of alignment.
  • Try and execute players between you and those verified as good by Townsfolk, such as the Virgin or the Noble, as this will help make the town trust that you are good for a Cult Leader victory.
  • Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.
  • Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an Empath. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.
  • Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.
  • During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.
  • Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.
  • Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.


Bluffing as the Cult Leader

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

  • When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!
  • Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.
  • If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.
  • A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you are!)
  • While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!
  • Alternatively, if you've think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.
  • If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player becomes your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead and bolstering your teammate at the same time!
  • While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the Empath or the Seamstress.
  • If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an Oracle for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the Undertaker or Dreamer though - they'll condemn you pretty quick.)