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Huntsman and Lleech: Difference between pages

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<div id='character-details'>
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[[File:icon_huntsman.png|250px]]
[[File:icon_lleech.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
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<p class='flavour'>"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."</p>
<p class='flavour'>"Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say."</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>GD9nurStvzM</youtube>
<youtube>iH2iTJpYt6s</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"
"Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if (& only if) they die."  


The Huntsman saves the {{Good|Damsel}} before the Minions find her... hopefully.
The Lleech lives if their host lives, and dies if their host dies.
* The Damsel can be in play without the Huntsman. During the setup phase, if the Huntsman is in play and the Damsel isn’t, the Damsel is added. If a Damsel is already in play, the Huntsman doesn’t add a second Damsel.
* On the first night, the Lleech chooses a player, who is poisoned for the rest of the game.
* If the Huntsman correctly chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk immediately. The Storyteller chooses which Townsfolk character, and the Damsel learns which one.
* If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why.
* When the Damsel becomes a Townsfolk, they gain that Townsfolk ability and lose the Damsel ability.
* If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead.
* The Huntsman gets one guess, and makes it at night.
* From the second night onwards, players that the Lleech attacks die but are not poisoned.
* The Minions get one guess in total, and make it publicly during the day. If a Minion guesses who the Damsel is, evil wins. If a Minion incorrectly guesses who the Damsel is, the guess is used, and other Minions cannot win by correctly guessing the Damsel.
* If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.
* If the Damsel is drunk or poisoned but the Huntsman is sober and healthy, the Damsel can still become a Townsfolk.
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== How to Run ==
== How to Run ==


While setting up the game, before putting character tokens in
During the first night, wake the Lleech. They point at any player. That player is '''poisoned'''—mark them with the '''POISONED''' reminder. Put the Lleech to sleep.
the bag, if the Damsel is not already in play, remove a Townsfolk
character token and add the Damsel character token.


Each night, wake the Huntsman.
Each night except the first, wake the Lleech. They point at any player. That player '''dies'''—mark them with the '''DEAD''' reminder. Put the Lleech to sleep.


If they shake their head no, put the Huntsman to sleep.
If the Lleech would die but the player marked with the Lleech’s '''POISONED''' reminder is alive, the Lleech does not die. If the player marked with the Lleech’s '''POISONED''' reminder '''dies''', the Lleech '''dies''' and the good team wins.


If they point to a player, put the Huntsman to sleep. '''The Huntsman loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet. If they chose the Damsel, wake the Damsel, show the '''YOU ARE''' info token, then a not-in-play Townsfolk token, then put the Damsel to sleep. The Damsel now has this Townsfolk ability, so replace the Damsel character token with this Townsfolk character token.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
When giving false information to a good player poisoned by the Lleech, make sure this information seems true. If the good player believes it to be false, they will quickly execute themselves and win the game.
<hr />
Optional rule: if the host dies while the Lleech is drunk or poisoned, the Lleech dies too. (This prevents the situation where the good team are unable to win due to the host being dead and the Lleech being alive.)
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<div class='example'>
<div class='example'>
The Huntsman is woken on the 1st night, but does not use their ability. On the second night, the Huntsman chooses the {{Good|Damsel}} player. The {{Good|Damsel}} becomes the {{Good|Undertaker}} and learns which player died today.
The Lleech poisons the {{Good|Noble}}. The {{Good|Noble}} learns false information. The Lleech is executed, but does not die. The next day, the {{Good|Noble}} is executed. The {{Good|Noble}} and the Lleech die. Good wins.
</div>
</div>


<div class='example'>
<div class='example'>
The Huntsman chooses Lachlan. Lachlan is the {{Good|General}}, so nothing happens. The Huntsman is no longer woken at night.  
The Lleech poisons the {{Good|Farmer}}. The Lleech is made drunk by the {{Good|Courtier}}. The poisoned {{Good|Farmer}} dies, and the game continues because the Lleech is also drunk. The drunk Lleech is executed and dies, and good wins.
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== Tips & Tricks ==
== Tips & Tricks ==


* Find the {{Good|Damsel}} ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow ''and'' the {{Good|Damsel}} gets an ability they can use that night.
* Communicate with your Minions as early as possible, and tell them who you have poisoned. The whole evil team will need to collaborate well from the very beginning to keep this player alive. Let's say you turn the {{Good|Preacher}} into your host, poisoning them. Not only can you ignore them as a threat, since they cannot affect any of the Minions, but you actively need to keep them alive for final three.
 
* Poison one of your neighbours, because then you can keep your host close and under your thumb. You can find out what their poisoned information is and try to manipulate the game to make it seem legitimate, making them disbelieve they're poisoned.  
 
* Poison someone on the other side of the circle, to draw attention as far away from you as possible.
 
* Avoid being executed. Even though you cannot die by execution, the good team learning who the Demon is can often be enough information for them to win the game. Once the players know that the Demon is the {{Evil|Lleech}} they are likely to be locking you out from discussions, and trying to figure out which of the good players is the host.  


* Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like {{Good|Dreamer}}. Even the {{Good|Undertaker}} can be great for you as confirming that the {{Good|Damsel}} is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!
* Who you choose as your host can have a big impact on the game, and it's a choice you have to make blindly. If you choose a character who only gets information at the start of the game, it can be really difficult for them to figure out that they've been poisoned, making it easier for you to hide the host. However, they're much more likely to want to go along with being executed for all sorts of reasons since they have no ability to contribute to the game. If the {{Good|Noble}} is the host, and there seems to be a lot of resistance to executing them when they're okay with it, it might telegraph really strongly that they're the host.


* The {{Good|Damsel}} is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a {{Good|Damsel}}. If a character seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the {{Good|Damsel}} that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability.
* If there are just 3 players alive, getting executed is a safe strategy. Because the host is still alive, you will be executed but will not die. Then the game goes to night with three alive and you can kill the one last player that isn't the host. Note, it's really important in this situation to NOT kill the host, because otherwise you will also immediately die. This creates a tie, meaning good wins.


* Privately claim to be the {{Good|Damsel}} to other players. This can be useful to flush out the {{Good|Damsel}} and the various Minions. Characters that can prove who they are, like the {{Good|Virgin}} or {{Good|Golem}}, can be great to give you a trusted person to arrange a private meeting as both you and the {{Good|Damsel}} can freely claim your respective characters to this confirmed player.
* If for some reason the group seems to be circling in on the host to execute, you may need to carefully redirect attention away. If you make a lot of noise about *NOT* executing a specific player, this can come across as really suspicious. Instead, perhaps just point out someone else as a really big target, even if this means throwing one of your Minions under the bus. The best strategy is to get to final day without having much shade on the host.


* Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your {{Good|Damsel}}, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your {{Good|Damsel}}. However, be careful as the {{Good|Damsel}} might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.  
* In a normal Demon game, the priority is to protect the Demon from being killed. In a {{Evil|Lleech}} game, the priority is to create as much misinformation as possible to disguise the host. That way even if there is a person who doubts their information, it's just one among many sources of misinformation.


* Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the {{Good|Damsel}} or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the {{Good|Damsel}} for that matter!), they can't hurt your real {{Good|Damsel}} anymore.  
* The {{Evil|Lleech}} can be particularly tricky, because effectively one of the members of the "team" is good. They are not aligned with you and you don't have a lot of control over them or their poisoning. It is perfectly fine to suggest to the Storyteller possible pieces of misinformation to give out through the poisoning, but the Storyteller does not need to listen to that request.  
 
* If the evil team has the upper hand at the end of the game, then the Storyteller might make the poisoning of the host really noisy as a way to offset that, especially if for some reason they have flown under the radar the whole game and the good team hasn't even discovered that it's a {{Evil|Lleech}} game.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Huntsman ==
== Fighting the Lleech ==
 
* Figure out whether or not a {{Evil|Lleech}} is in play. This information determines what your goal of the game is, since until you know, you won't know which players to execute. One you know it's a {{Evil|Lleech}} game, then the key is to find and kill the host instead.


When bluffing as the Huntsman, there are a few things you should keep in mind:
* Find the poisoned player. If every good player who thinks that they might be poisoned tells the group this, then the good team should be able to make a few guesses as to who the {{Evil|Lleech}} target is.
** If someone is getting bogus info: execute them - chances are they're the host or maybe just a Minion sowing bad information. Win Win!
** If you think you're getting bogus info: volunteer to be executed and take yourself out of the problem.


* If you were the Huntsman, a {{Good|Damsel}} would also be in play. At some stage, another evil player is going to need to claim to be the {{Good|Damsel}}, otherwise you are going to look pretty dodgy. Another evil player can come out as the {{Good|Damsel}} after they die. If you claim to be the Huntsman, and another evil player is claiming to be the {{Good|Damsel}}, that's much more trustworthy than having a lonely Huntsman looking suspicious.
* Use info characters to verify other players' information to try and narrow down the possible options for poisoned candidates. Remember that only one player can be poisoned by the {{Evil|Lleech}} and it doesn't move. If you can verify a player as sober and healthy, they cannot be the {{Evil|Lleech}} host.


* Pretending to be the Huntsman might flush out a real {{Good|Damsel}}. If you are convincing enough in your "search for the {{Good|Damsel}}" and manage to trick the real {{Good|Damsel}} into revealing who they are, a Minion can guess who the {{Good|Damsel}} is and win the game.  
* If you don't have any good candidates for who the host is based on the information you have at hand, look for characters that seem to be surviving in odd ways. The following are good options for characters who are Lleech hosts flying under the radar:
** A confirmed good player or any public high priority target that has survived the whole game, such as the {{Good|Balloonist}} who has come out publicly; or
** A start info character that seems to just be hanging in there, such as the {{Good|Clockmaker}} that hasn't really done much since the start of the game and has even volunteered to be executed; or
** A once per game ability character that has used their ability, such as the {{Good|Fisherman}} who has acted upon their hint but it didn't seem to do much.  


* The Huntsman can be a useful fallback bluff if your initial bluff falls apart, because the Huntsman is a good character that has reasons not to come out early. If you’re claiming to be the {{Good|Washerwoman}} or the {{Good|Virgin}} and your bluff falls apart, you can then come out as the Huntsman saying you were trying to hide your real character.
* Don't forget to find out who the evil players are! While this won't win the game directly, executing the Demon is still great information. More importantly, it's very unlikely that the Demon will choose one of their own Minions as a host, so you can probably eliminate them as options.  


* If you’re a Minion, you know if the {{Good|Damsel}} is in play or not, and if not, you therefore know the Huntsman is also not in play. It’s then relatively safe for two evil players to tag-team as a Huntsman/{{Good|Damsel}} duo. The only risk is if you tag-team like this, then it’s expected that {{Good|Damsel}} has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the {{Good|Damsel}} to become. Alternatively, you can be the Huntsman and claim that a dead Minion is the {{Good|Damsel}} to make them seem more trustworthy.
* Since the chance of you finding out that it's a {{Evil|Lleech}} game is higher than not, if you get down to the final day and you're not sure, it's usually safer to run with the assumption that it's not a {{Evil|Lleech}} game.


* Claim to be the Huntsman even if this creates a double up. If there is no other Huntsman the {{Good|Damsel}} is more likely to trust you. If there is another Huntsman you’re going to create a dilemma and give the {{Good|Damsel}} terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual Huntsman ability.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Demons]]

Revision as of 15:42, 6 May 2023

Icon lleech.png Information

Type Demon
Artist John Grist

"Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say."

Character Showcase

Summary

"Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if (& only if) they die."

The Lleech lives if their host lives, and dies if their host dies.

  • On the first night, the Lleech chooses a player, who is poisoned for the rest of the game.
  • If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why.
  • If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead.
  • From the second night onwards, players that the Lleech attacks die but are not poisoned.
  • If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.

How to Run

During the first night, wake the Lleech. They point at any player. That player is poisoned—mark them with the POISONED reminder. Put the Lleech to sleep.

Each night except the first, wake the Lleech. They point at any player. That player dies—mark them with the DEAD reminder. Put the Lleech to sleep.

If the Lleech would die but the player marked with the Lleech’s POISONED reminder is alive, the Lleech does not die. If the player marked with the Lleech’s POISONED reminder dies, the Lleech dies and the good team wins.

When giving false information to a good player poisoned by the Lleech, make sure this information seems true. If the good player believes it to be false, they will quickly execute themselves and win the game.


Optional rule: if the host dies while the Lleech is drunk or poisoned, the Lleech dies too. (This prevents the situation where the good team are unable to win due to the host being dead and the Lleech being alive.)

Examples

The Lleech poisons the Noble. The Noble learns false information. The Lleech is executed, but does not die. The next day, the Noble is executed. The Noble and the Lleech die. Good wins.

The Lleech poisons the Farmer. The Lleech is made drunk by the Courtier. The poisoned Farmer dies, and the game continues because the Lleech is also drunk. The drunk Lleech is executed and dies, and good wins.

Tips & Tricks

  • Communicate with your Minions as early as possible, and tell them who you have poisoned. The whole evil team will need to collaborate well from the very beginning to keep this player alive. Let's say you turn the Preacher into your host, poisoning them. Not only can you ignore them as a threat, since they cannot affect any of the Minions, but you actively need to keep them alive for final three.
  • Poison one of your neighbours, because then you can keep your host close and under your thumb. You can find out what their poisoned information is and try to manipulate the game to make it seem legitimate, making them disbelieve they're poisoned.
  • Poison someone on the other side of the circle, to draw attention as far away from you as possible.
  • Avoid being executed. Even though you cannot die by execution, the good team learning who the Demon is can often be enough information for them to win the game. Once the players know that the Demon is the Lleech they are likely to be locking you out from discussions, and trying to figure out which of the good players is the host.
  • Who you choose as your host can have a big impact on the game, and it's a choice you have to make blindly. If you choose a character who only gets information at the start of the game, it can be really difficult for them to figure out that they've been poisoned, making it easier for you to hide the host. However, they're much more likely to want to go along with being executed for all sorts of reasons since they have no ability to contribute to the game. If the Noble is the host, and there seems to be a lot of resistance to executing them when they're okay with it, it might telegraph really strongly that they're the host.
  • If there are just 3 players alive, getting executed is a safe strategy. Because the host is still alive, you will be executed but will not die. Then the game goes to night with three alive and you can kill the one last player that isn't the host. Note, it's really important in this situation to NOT kill the host, because otherwise you will also immediately die. This creates a tie, meaning good wins.
  • If for some reason the group seems to be circling in on the host to execute, you may need to carefully redirect attention away. If you make a lot of noise about *NOT* executing a specific player, this can come across as really suspicious. Instead, perhaps just point out someone else as a really big target, even if this means throwing one of your Minions under the bus. The best strategy is to get to final day without having much shade on the host.
  • In a normal Demon game, the priority is to protect the Demon from being killed. In a Lleech game, the priority is to create as much misinformation as possible to disguise the host. That way even if there is a person who doubts their information, it's just one among many sources of misinformation.
  • The Lleech can be particularly tricky, because effectively one of the members of the "team" is good. They are not aligned with you and you don't have a lot of control over them or their poisoning. It is perfectly fine to suggest to the Storyteller possible pieces of misinformation to give out through the poisoning, but the Storyteller does not need to listen to that request.
  • If the evil team has the upper hand at the end of the game, then the Storyteller might make the poisoning of the host really noisy as a way to offset that, especially if for some reason they have flown under the radar the whole game and the good team hasn't even discovered that it's a Lleech game.

Fighting the Lleech

  • Figure out whether or not a Lleech is in play. This information determines what your goal of the game is, since until you know, you won't know which players to execute. One you know it's a Lleech game, then the key is to find and kill the host instead.
  • Find the poisoned player. If every good player who thinks that they might be poisoned tells the group this, then the good team should be able to make a few guesses as to who the Lleech target is.
    • If someone is getting bogus info: execute them - chances are they're the host or maybe just a Minion sowing bad information. Win Win!
    • If you think you're getting bogus info: volunteer to be executed and take yourself out of the problem.
  • Use info characters to verify other players' information to try and narrow down the possible options for poisoned candidates. Remember that only one player can be poisoned by the Lleech and it doesn't move. If you can verify a player as sober and healthy, they cannot be the Lleech host.
  • If you don't have any good candidates for who the host is based on the information you have at hand, look for characters that seem to be surviving in odd ways. The following are good options for characters who are Lleech hosts flying under the radar:
    • A confirmed good player or any public high priority target that has survived the whole game, such as the Balloonist who has come out publicly; or
    • A start info character that seems to just be hanging in there, such as the Clockmaker that hasn't really done much since the start of the game and has even volunteered to be executed; or
    • A once per game ability character that has used their ability, such as the Fisherman who has acted upon their hint but it didn't seem to do much.
  • Don't forget to find out who the evil players are! While this won't win the game directly, executing the Demon is still great information. More importantly, it's very unlikely that the Demon will choose one of their own Minions as a host, so you can probably eliminate them as options.
  • Since the chance of you finding out that it's a Lleech game is higher than not, if you get down to the final day and you're not sure, it's usually safer to run with the assumption that it's not a Lleech game.