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Cult Leader and Engineer: Difference between pages

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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<...")
 
(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'>"If it bends, great. If it breaks, well, it probably needed fixing anyway."</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>Character T...")
 
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[[File:icon_cultleader.png|250px]]
[[File:icon_engineer.png|250px]]
<p class='flavour'>"Thinking themselves wise, they became fools."</p>
<p class='flavour'>"If it bends, great. If it breaks, well, it probably needed fixing anyway."</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 Cult Leader convinces others to join their cult to end the game. But which team will win?
The Engineer manufactures the threat that the town faces.


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


"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."
"Once per game, at night, choose which Minions or which Demon is in play."
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<div class='example'>
<div class='example'>
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.  
On the second night, the Engineer chooses that the Demon is a {{Evil|Lleech}}. Lewis, who was the {{Evil|Imp}}, is now the {{Evil|Lleech}}.
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<div class='example'>
<div class='example'>
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.  
On the first night, the Engineer changes the {{Evil|Baron}} into the {{Evil|Boomdandy}}. There are still an extra two Outsiders in play.
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<div class='example'>
The {{Evil|Fearmonger}} and the {{Evil|Psychopath}} are in play, and causing havoc. The Engineer chooses that the {{Evil|Mezepheles}} and the {{Evil|Spy}} are in play. The Storyteller chooses to change the {{Evil|Fearmonger}} into the {{Evil|Mezepheles}} and the {{Evil|Pyschopath}} into the {{Evil|Spy}}.
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== Tips & Tricks ==
<div class='example'>
The {{Evil|Spy}}, {{Evil|Assassin}}, and {{Evil|Witch}} are in play. The Engineer chooses that the {{Evil|Spy}}, {{Evil|Assassin}} and {{Evil|Mezepheles}} are in play. The {{Evil|Witch}} turns into the {{Evil|Mezepheles}}.
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* 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.
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* 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.
== Tips & Tricks ==


* 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 you are the Engineer, you can broadly accomplish one of four things: deciding which Minions are in play, deciding which Minions are not in play, deciding which Demon is in play, deciding which Demon is not in play.


* 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.  
* If you want to choose which Minions are in play, this lets you and the entire good team know what you are facing. This can be crucial information. Knowing that there is a {{Evil|Goblin}} or {{Evil|Boomdandy}} is in play at least means that you need to be wary on who to execute. Knowing that a {{Evil|Spy}} or {{Evil|Widow}} is in play means that you and all the good players should reveal who you are, honestly, as soon as possible. Knowing what you are up against means that you can plan your strategy accordingly. Similarly, choosing which Demon is in play allows you to plan what to do. Knowing that a {{Evil|Vortox}} is in play means the good team must reverse their information, that it can not be true, for example.  


* 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.  
* If you want to choose which Minions are not in play, simply choose the other Minions to be in play instead. If you want to avoid poisoning, then choosing characters other than the {{Evil|Poisoner}} may guarantee it. If your group is particularly susceptible to the {{Evil|Mastermind}} then you can make sure that you don't have to think about it by changing all Minions to other characters instead. Similarly, if you don't know what Demon you do want in play, but there is one Demon in particular that you definitely do NOT want in play, choose to turn the Demon into this character. You will still be facing a powerful adversary, but not the most feared adversary.  


* 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.  
* To prevent the evil team (or the good team!) killing you before you use your ability, use your ability on the first night. This guarantees that you will get to act. The downside to acting this early is that you miss out on the group discussion, and any pertinent information that may influence your decision, like which good characters are in play and which evil characters that they are particularly suited at combatting.  


* 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.
* To choose the most ideal Minions or Demon to create, wait until the second or third night, and generate as much discussion as you can in the meantime. To make the best decision possible, you'll need to know as many good characters that are in play, so that their particular abilities can be used to the full, such as creating a {{Evil|Vigormortis}} to help the {{Good|Oracle}} detect evil players, or creating a {{Evil|Goblin}} if there is a {{Traveler|Voudon}} in play you are fairly certain that the dead players are all good.  


* 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.
* Timing can be crucial for the Engineer. Some evil abilities can be entirely negated by you acting at the right time. For example, if you turn the {{Evil|Mezepheles}} into the {{Evil|Devil's Advocate}} on the night that the {{Evil|Mezepheles}} was due to turn a player evil, that player will stay good. If you turn the {{Evil|Devil's Advocate}} into the {{Evil|Mezepheles}} on the final night, then you guarantee that the final day will continue without the Demon being safe from execution AND prevent the {{Evil|Mezepheles}} from using their ability (since there are no more nights).  


* 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.  
* Creating an obvious Demon or Minion in the middle of the game may confirm your identity as the Engineer. A surprise {{Evil|Fearmonger}} or {{Evil|Evil Twin}} will get the good team trusting you, since those characters didn't seem to exist the previous day, but they may not be the Minions that the good team really wants to face. Be careful when balancing the benefit of your glowing reputation as a good player with the benefit of facing the most ideal Minions and Demons.  


* 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.  
* Don't be afraid to create character that add Outsiders in square brackets, like [this]. Square brackets indicate to the Storyteller what tokens to add or remove during the game setup, and won't influence what happens in the middle of the game. If you add a {{Evil|Baron}}, then two Outsiders will not be added.


* 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.
* How much discussion you generate about your ability is up to you. Too much discussion, and the Demon may kill you that night, preventing you from using your ability. Too little, and the group may get suspicious that you didn't involve them in the decision.  
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== Bluffing as the Cult Leader==
== Bluffing as the Engineer==
 
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.
When bluffing as the {{Good|Engineer}}, there are a few things you should keep in mind:


* 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.
* The easiest way to bluff as the Engineer is to say that you have created the character that you actually are. If you are the {{Evil|Poisoner}} say that you have created a {{Evil|Poisoner}}. If you are the {{Evil|Shabaloth}} then say that you have created a {{Evil|Shabaloth}}. You may need to do this on the first or second night, before the good team discusses and insists that you choose a particular character, as they may not choose the character you want them to choose!


* 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''!)
* Make sure that you tell the group that you have created a character that doesn't have an obvious tell. If you claim that you have created an {{Evil|Al-Hadikhia}} and yet there is no {{Evil|Al-Hadikhia}} acting at night, you'll have some pretty serious explaining to do. But if you say that you have created a {{Evil|Pukka}} then it is much harder for the group to tell whether you are lying or not, assuming that the real Demon is an {{Evil|Imp}} or {{Evil|Fang Gu}} or similar and is NOT a character like the {{Evil|Al-Hadikhia}} to contradict that information.  


* 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 all the evil characters on the script don't have an obvious tell, then feel free to generate as much discussion as you can as to what evil characters you should create. The good team will have no way of knowing whether your Engineer ability worked or not.


* 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 want to confuse the good team, tell them that you have created evil characters that are different to the real evil characters in play.  


* 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 you want to look like a good player, at the expense of helping the good team gain clarity, tell them that you have created evil characters that are the same as the real evil characters in play.


* 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}}.
* Whatever character(s) you decide to tell the good team that you have created, have a solid, ready-made, well-prepared story as to WHY you made that choice. Often, the good team will focus on the extra threat that a new evil character creates as opposed to the benefit of removing other evil characters, and look at your choice as one that has made the evil team more powerful. For example, if you tell them that you have created a {{Evil|Witch}} and a {{Evil|Cerenovus}}, the good team may cry foul if all they see is the extra possibility of dying during the day, but if you tell them that you created these characters specifically to avoid the possibility of a {{Evil|Mastermind}} or a {{Evil|Goblin}} and that the group is very familiar with Sects & Violets so you figured that the good team would play best against Minions that they are familiar with, that will be more believable that a simple shrug of your shoulders.  


* 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.)
* Bluffing as the Engineer is highly dependent on which Minions and Demons are on the character sheet. Before bluffing as the Engineer, chat with your fellow evil players and find out what characters they are, and tell them that you are planning to bluff as the Engineer. Knowing which evil characters are really in play, and what those players intend to do, will greatly help smooth out the rough edges of your Engineer bluff.


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Revision as of 16:02, 5 March 2023

Icon engineer.png

"If it bends, great. If it breaks, well, it probably needed fixing anyway."

Information

Type Townsfolk

The Engineer manufactures the threat that the town faces.

Character Text

"Once per game, at night, choose which Minions or which Demon is in play."

Examples

On the second night, the Engineer chooses that the Demon is a Lleech. Lewis, who was the Imp, is now the Lleech.

On the first night, the Engineer changes the Baron into the Boomdandy. There are still an extra two Outsiders in play.

The Fearmonger and the Psychopath are in play, and causing havoc. The Engineer chooses that the Mezepheles and the Spy are in play. The Storyteller chooses to change the Fearmonger into the Mezepheles and the Pyschopath into the Spy.

The Spy, Assassin, and Witch are in play. The Engineer chooses that the Spy, Assassin and Mezepheles are in play. The Witch turns into the Mezepheles.

Tips & Tricks

  • If you are the Engineer, you can broadly accomplish one of four things: deciding which Minions are in play, deciding which Minions are not in play, deciding which Demon is in play, deciding which Demon is not in play.
  • If you want to choose which Minions are in play, this lets you and the entire good team know what you are facing. This can be crucial information. Knowing that there is a Goblin or Boomdandy is in play at least means that you need to be wary on who to execute. Knowing that a Spy or Widow is in play means that you and all the good players should reveal who you are, honestly, as soon as possible. Knowing what you are up against means that you can plan your strategy accordingly. Similarly, choosing which Demon is in play allows you to plan what to do. Knowing that a Vortox is in play means the good team must reverse their information, that it can not be true, for example.
  • If you want to choose which Minions are not in play, simply choose the other Minions to be in play instead. If you want to avoid poisoning, then choosing characters other than the Poisoner may guarantee it. If your group is particularly susceptible to the Mastermind then you can make sure that you don't have to think about it by changing all Minions to other characters instead. Similarly, if you don't know what Demon you do want in play, but there is one Demon in particular that you definitely do NOT want in play, choose to turn the Demon into this character. You will still be facing a powerful adversary, but not the most feared adversary.
  • To prevent the evil team (or the good team!) killing you before you use your ability, use your ability on the first night. This guarantees that you will get to act. The downside to acting this early is that you miss out on the group discussion, and any pertinent information that may influence your decision, like which good characters are in play and which evil characters that they are particularly suited at combatting.
  • To choose the most ideal Minions or Demon to create, wait until the second or third night, and generate as much discussion as you can in the meantime. To make the best decision possible, you'll need to know as many good characters that are in play, so that their particular abilities can be used to the full, such as creating a Vigormortis to help the Oracle detect evil players, or creating a Goblin if there is a Voudon in play you are fairly certain that the dead players are all good.
  • Timing can be crucial for the Engineer. Some evil abilities can be entirely negated by you acting at the right time. For example, if you turn the Mezepheles into the Devil's Advocate on the night that the Mezepheles was due to turn a player evil, that player will stay good. If you turn the Devil's Advocate into the Mezepheles on the final night, then you guarantee that the final day will continue without the Demon being safe from execution AND prevent the Mezepheles from using their ability (since there are no more nights).
  • Creating an obvious Demon or Minion in the middle of the game may confirm your identity as the Engineer. A surprise Fearmonger or Evil Twin will get the good team trusting you, since those characters didn't seem to exist the previous day, but they may not be the Minions that the good team really wants to face. Be careful when balancing the benefit of your glowing reputation as a good player with the benefit of facing the most ideal Minions and Demons.
  • Don't be afraid to create character that add Outsiders in square brackets, like [this]. Square brackets indicate to the Storyteller what tokens to add or remove during the game setup, and won't influence what happens in the middle of the game. If you add a Baron, then two Outsiders will not be added.
  • How much discussion you generate about your ability is up to you. Too much discussion, and the Demon may kill you that night, preventing you from using your ability. Too little, and the group may get suspicious that you didn't involve them in the decision.


Bluffing as the Engineer

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

  • The easiest way to bluff as the Engineer is to say that you have created the character that you actually are. If you are the Poisoner say that you have created a Poisoner. If you are the Shabaloth then say that you have created a Shabaloth. You may need to do this on the first or second night, before the good team discusses and insists that you choose a particular character, as they may not choose the character you want them to choose!
  • Make sure that you tell the group that you have created a character that doesn't have an obvious tell. If you claim that you have created an Al-Hadikhia and yet there is no Al-Hadikhia acting at night, you'll have some pretty serious explaining to do. But if you say that you have created a Pukka then it is much harder for the group to tell whether you are lying or not, assuming that the real Demon is an Imp or Fang Gu or similar and is NOT a character like the Al-Hadikhia to contradict that information.
  • If all the evil characters on the script don't have an obvious tell, then feel free to generate as much discussion as you can as to what evil characters you should create. The good team will have no way of knowing whether your Engineer ability worked or not.
  • If you want to confuse the good team, tell them that you have created evil characters that are different to the real evil characters in play.
  • If you want to look like a good player, at the expense of helping the good team gain clarity, tell them that you have created evil characters that are the same as the real evil characters in play.
  • Whatever character(s) you decide to tell the good team that you have created, have a solid, ready-made, well-prepared story as to WHY you made that choice. Often, the good team will focus on the extra threat that a new evil character creates as opposed to the benefit of removing other evil characters, and look at your choice as one that has made the evil team more powerful. For example, if you tell them that you have created a Witch and a Cerenovus, the good team may cry foul if all they see is the extra possibility of dying during the day, but if you tell them that you created these characters specifically to avoid the possibility of a Mastermind or a Goblin and that the group is very familiar with Sects & Violets so you figured that the good team would play best against Minions that they are familiar with, that will be more believable that a simple shrug of your shoulders.
  • Bluffing as the Engineer is highly dependent on which Minions and Demons are on the character sheet. Before bluffing as the Engineer, chat with your fellow evil players and find out what characters they are, and tell them that you are planning to bluff as the Engineer. Knowing which evil characters are really in play, and what those players intend to do, will greatly help smooth out the rough edges of your Engineer bluff.