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Mutant and Nightwatchman: Difference between pages

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<div id='character-details'>
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[[File:icon_mutant.png|250px]]
[[File:icon_nightwatchman.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#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Chloe McDougall</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"I am not a freak! I am a human being! Have mercy!"</p>
<p class='flavour' style="font-size: 15px">"The night is cold and lonely, but I have the moon, the stars, the crisp wind and the soft thud of leather boots on cobbled stone for company. Yonder, candlelight flickers behind a murky window..."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<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: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>4eXQlJG_8Nc</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/29622196/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-2-22%2F167628531-44100-2-de701e3bd6d46.m4a">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"If you are "mad" about being an Outsider, you might be executed."
"Once per game, at night, choose a player: they learn who you are."


The Mutant is killed if they try to reveal who they are.
The Nightwatchman is known by one player.
* “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider.
* This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day.
* If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
Each night, wake the Nightwatchman. If they shake their head, put them back to sleep. If they point at a player, put the Nightwatchman to sleep, wake the chosen player and show them the “This character selected you” info token and the Nightwatchman token, then point to the Nightwatchman player before putting them back to sleep. Mark the Nightwatchman with the “No ability” reminder token.


At any time (''even at night''), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
If the Nightwatchman is drunk or poisoned when they choose a player, put them back to sleep, do not wake the chosen player and mark that they have used their once per game ability.


If you execute them during the day before the normal execution
If there is a Vortox in play, wake the player the Nightwatchman chose, then show that player the relevant tokens and point to any player except the Nightwatchman.
happens, go to the night phase. (''There is a maximum of one execution per day.'')
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<div class='example'>
<div class='example'>
Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.
Lachlan is the Nightwatchman. He chooses Abdallah. Abdallah learns that Lachlan is the Nightwatchman.
</div>
 
<div class='example'>
A {{Evil|Witch}} privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the {{Good|Klutz}}. The Storyteller chooses to execute the Mutant immediately.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Mutant}} tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.
Marianna is the drunk Nightwatchman. She chooses Amy. Amy does not wake, and does not learn that Marianna is the Nightwatchman, because the Nightwatchman has no ability.  
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<div class='example'>
<div class='example'>
The Mutant says they are the {{Good|Oracle}}, gives some bogus {{Good|Oracle}} information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.
Ben is the Nightwatchman and Vortox is in play. Ben chooses Sarah. Sarah learns that Lewis is the Nightwatchman. Even though the Nightwatchman has their ability, the information is false.
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== Tips & Tricks ==
== Tips & Tricks ==


* Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.
* As the Nightwatchman, the two most important questions for you to ask yourself are "When should I use my ability?" and "On whom should I use my ability?" (Using the word "whom" instead of "who" makes you sound waaaay smarter ;)
 
* Using your ability early in the game makes sure that you get to use your ability. Like the {{Good|Seamstress}} or the {{Good|Slayer}}, it would be a shame to die on the first few days or nights of the game and never get to use your ability at all. using your ability early, even on a less-than-ideal player, means you get some benefit. And will often be more than enough. If someone, anyone, knows that you are the Nightwatchman, then they won't vote for you to be executed and will probably convince others that you are the Nightwatchman too.
 
* You can even use your ability on the first night if you want. This guarantees that you will gain some benefit, since no deaths can occur until the first day or the second night.  


* Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the {{Good|Oracle}}, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.
* Using your ability late in the game is riskier, because you will need both skill and luck to stay alive to get to that point, but much more useful. In extreme cases, it can win the game. For example, if just three players are alive and you choose one of them to learn that you are the Nightwatchman (and they reveal this to the group), then the possible Demon candidates has been reduced from one in three to one in two, or this may even reveal who the Demon is specifically, if the player you chose can be confirmed as good.


* Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the {{Good|Savant}}. {{Good|Artist}} and {{Good|Juggler}} from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.
* When deciding which player to choose, you almost always want to choose someone who is good and who can be confirmed as good. If you choose a good player, they will later claim that you are indeed the Nightwatchman, but you claiming that they are also good may fall flat. If they have already been confirmed good, via characters such as the {{Good|Empath}} or the {{Good|Dreamer}}, then their claim that you are good has much more weight. When two players claim that each other are good, the good team will want to know that these two players are not Minion and Demon. Before choosing, pay attention to which players are the most trustworthy, and consider them to be the player you choose at night.


* Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a {{Evil|Fang Gu}} around!)
* If you do choose an evil player, this is still useful. If the evil player later claims that you are indeed the Nightwatchman, then you have confirmed your own identity to the group. You may die quickly thereafter by the Demon, but knowing which team you are on this is still helpful information for the good team generally. However, if the player you chose refuses to admit to the group that they were chosen by the Nightwatchman, you can be fairly certain that they are evil, since good players have little incentive to stay silent about this, at least for the entire game.


* Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but ''also'' be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!
* If you are a good player that knows who the Nightwatchman is, you can reveal this information immediately the next dawn, or wait until the late game to do so. Revealing immediately means that there is one less player to consider for execution each day, which increases your odds of finding and executing the Demon. Revealing later on can be a fantastic help for the good team, even revealing after you are dead but the Nightwatchman is still alive. Waiting until there are just three, four, or five players left alive before telling the group what you know drastically increases your odds of winning.
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== Bluffing as the Mutant ==
== Bluffing as the Nightwatchman ==
 
When bluffing as the Mutant, there are a few things you should keep in mind:
 
* The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your {{Good|Oracle}} information doesn't add up, since you're lying to cover for yourself!


* If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.
When bluffing as the Nightwatchman, there are a few things you should keep in mind:


* "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!
* The Nightwatchman is a difficult character to bluff as, mostly because it needs two evil players to co-ordinate extremely well to do so. Unlike the {{Good|Washerwoman}} or {{Good|Librarian}}, you can't simply claim to be the character, give your information about the character of your fellow evil player, and hope that they play along. The Nightwatchman works in reverse. THEY will need to claim that they know YOUR character. This will usually mean that you both need to plan to do this beforehand, which takes some conniving.


* The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!
* The easiest way to claim to be the Nightwatchman is to play along with a fellow evil player when they claim that you are the Nightwatchman, and not to initiate things. Real Nightwatchmen usually wait until they have used their ability before claiming their character to the group.


* One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that {{Good|Sweetheart}} is lying, because I'm the real Outsider!" introduces the danger of a {{Evil|Fang Gu}} being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!
* If you claim to be the Nightwatchman who has chosen a player, and that player is good, they will know that you are evil. Saying "I must have been drunk or poisoned" will probably be understood to be the hasty excuse that it is. Be prepared for a showdown. This player will know that you are evil, but the rest of the group will only know that one of you is evil.


* Have a ready made reason as to why you used your ability early in the game or late in the game, and why you used your ability on the player that you did.
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[[Category:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Revision as of 11:22, 8 May 2023

Icon nightwatchman.png Information

Type Townsfolk
Artist Chloe McDougall

"The night is cold and lonely, but I have the moon, the stars, the crisp wind and the soft thud of leather boots on cobbled stone for company. Yonder, candlelight flickers behind a murky window..."

Character Showcase

Summary

"Once per game, at night, choose a player: they learn who you are."

The Nightwatchman is known by one player.

How to Run

Each night, wake the Nightwatchman. If they shake their head, put them back to sleep. If they point at a player, put the Nightwatchman to sleep, wake the chosen player and show them the “This character selected you” info token and the Nightwatchman token, then point to the Nightwatchman player before putting them back to sleep. Mark the Nightwatchman with the “No ability” reminder token.

If the Nightwatchman is drunk or poisoned when they choose a player, put them back to sleep, do not wake the chosen player and mark that they have used their once per game ability.

If there is a Vortox in play, wake the player the Nightwatchman chose, then show that player the relevant tokens and point to any player except the Nightwatchman.

Examples

Lachlan is the Nightwatchman. He chooses Abdallah. Abdallah learns that Lachlan is the Nightwatchman.

Marianna is the drunk Nightwatchman. She chooses Amy. Amy does not wake, and does not learn that Marianna is the Nightwatchman, because the Nightwatchman has no ability.

Ben is the Nightwatchman and Vortox is in play. Ben chooses Sarah. Sarah learns that Lewis is the Nightwatchman. Even though the Nightwatchman has their ability, the information is false.

Tips & Tricks

  • As the Nightwatchman, the two most important questions for you to ask yourself are "When should I use my ability?" and "On whom should I use my ability?" (Using the word "whom" instead of "who" makes you sound waaaay smarter ;)
  • Using your ability early in the game makes sure that you get to use your ability. Like the Seamstress or the Slayer, it would be a shame to die on the first few days or nights of the game and never get to use your ability at all. using your ability early, even on a less-than-ideal player, means you get some benefit. And will often be more than enough. If someone, anyone, knows that you are the Nightwatchman, then they won't vote for you to be executed and will probably convince others that you are the Nightwatchman too.
  • You can even use your ability on the first night if you want. This guarantees that you will gain some benefit, since no deaths can occur until the first day or the second night.
  • Using your ability late in the game is riskier, because you will need both skill and luck to stay alive to get to that point, but much more useful. In extreme cases, it can win the game. For example, if just three players are alive and you choose one of them to learn that you are the Nightwatchman (and they reveal this to the group), then the possible Demon candidates has been reduced from one in three to one in two, or this may even reveal who the Demon is specifically, if the player you chose can be confirmed as good.
  • When deciding which player to choose, you almost always want to choose someone who is good and who can be confirmed as good. If you choose a good player, they will later claim that you are indeed the Nightwatchman, but you claiming that they are also good may fall flat. If they have already been confirmed good, via characters such as the Empath or the Dreamer, then their claim that you are good has much more weight. When two players claim that each other are good, the good team will want to know that these two players are not Minion and Demon. Before choosing, pay attention to which players are the most trustworthy, and consider them to be the player you choose at night.
  • If you do choose an evil player, this is still useful. If the evil player later claims that you are indeed the Nightwatchman, then you have confirmed your own identity to the group. You may die quickly thereafter by the Demon, but knowing which team you are on this is still helpful information for the good team generally. However, if the player you chose refuses to admit to the group that they were chosen by the Nightwatchman, you can be fairly certain that they are evil, since good players have little incentive to stay silent about this, at least for the entire game.
  • If you are a good player that knows who the Nightwatchman is, you can reveal this information immediately the next dawn, or wait until the late game to do so. Revealing immediately means that there is one less player to consider for execution each day, which increases your odds of finding and executing the Demon. Revealing later on can be a fantastic help for the good team, even revealing after you are dead but the Nightwatchman is still alive. Waiting until there are just three, four, or five players left alive before telling the group what you know drastically increases your odds of winning.

Bluffing as the Nightwatchman

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

  • The Nightwatchman is a difficult character to bluff as, mostly because it needs two evil players to co-ordinate extremely well to do so. Unlike the Washerwoman or Librarian, you can't simply claim to be the character, give your information about the character of your fellow evil player, and hope that they play along. The Nightwatchman works in reverse. THEY will need to claim that they know YOUR character. This will usually mean that you both need to plan to do this beforehand, which takes some conniving.
  • The easiest way to claim to be the Nightwatchman is to play along with a fellow evil player when they claim that you are the Nightwatchman, and not to initiate things. Real Nightwatchmen usually wait until they have used their ability before claiming their character to the group.
  • If you claim to be the Nightwatchman who has chosen a player, and that player is good, they will know that you are evil. Saying "I must have been drunk or poisoned" will probably be understood to be the hasty excuse that it is. Be prepared for a showdown. This player will know that you are evil, but the rest of the group will only know that one of you is evil.
  • Have a ready made reason as to why you used your ability early in the game or late in the game, and why you used your ability on the player that you did.