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Lleech and Snitch: Difference between pages

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


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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Demon|Demon]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
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<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>
<p class='flavour'>"It was John."</p>


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>iH2iTJpYt6s</youtube>
<youtube>U8Q4pAbZ09E</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== 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."  
"Minions start knowing 3 not-in-play characters."


The Lleech lives if their host lives, and dies if their host dies.
The Snitch accidentally gives information to the evil team.
* On the first night, the Lleech chooses a player, who is poisoned for the rest of the game.
* The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
* 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.
* These characters may be the same three that the Demon learns, or different characters.
* 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.
* Each Minion may learn different characters to each other. Or they may all learn the same three characters.
* 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.
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== How to Run ==
== 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.
During the first night, wake a Minion. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then show three not-in- play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
 
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.
 
<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 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.
On the first night, the Demon and its two Minions all learn that the {{Good|Sage}}, {{Good|Innkeeper}}, and {{Good|Golem}} are not in play.
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<div class='example'>
<div class='example'>
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.
On the first night, the Demon learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Mastermind}} learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Witch}} learns that the {{Good|Fool}}, {{Good|Flowergirl}}, and {{Good|Barber}} are not in play. The {{Evil|Fearmonger}} learns that the {{Good|Noble}}, {{Good|Amnesiac}}, and {{Good|Heretic}} are not in play.
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<div class='example'>
On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
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== Tips & Tricks ==
== Tips & Tricks ==


* 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.  
* When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the {{Good|Pixie}}, {{Good|Undertaker}}, {{Good|Saint}}, {{Good|Sage}}, or {{Good|Goon}}.  


* 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.  
* Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.


* Poison someone on the other side of the circle, to draw attention as far away from you as possible.  
* Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.  


* 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.  
* If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.  


* 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.
* If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.


* 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.
* Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.
 
* 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 {{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.
 
* 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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== Fighting the Lleech ==
== Bluffing as the Snitch ==
 
* 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.
 
* 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.


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


* 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:
* If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.  
** 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.  


* 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 are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.


* 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.
* After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.  


* After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Demons]]
[[Category:Outsiders]]

Revision as of 15:42, 6 May 2023

Icon snitch.png Information

Type Outsider
Artist John Grist

"It was John."

Character Showcase

Summary

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

The Snitch accidentally gives information to the evil team.

  • The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
  • These characters may be the same three that the Demon learns, or different characters.
  • Each Minion may learn different characters to each other. Or they may all learn the same three characters.

How to Run

During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in- play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.

Examples

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

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

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

Tips & Tricks

  • When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the Pixie, Undertaker, Saint, Sage, or Goon.
  • Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
  • Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.
  • If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.
  • If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
  • Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.

Bluffing as the Snitch

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

  • If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.
  • If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.
  • After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.
  • After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.