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Butler and Tinker: Difference between pages

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[[File:icon_butler.png|250px]]
[[File:icon_tinker.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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<p class='flavour'>"Yes, sir...<br>
<p class='flavour'>"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."</p>
No, sir...<br>
Certainly, sir."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_bad_moon_rising.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;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/52803977/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-4-31%2F268894987-44100-2-69fe9ce275258.m4a">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."
"You might die at any time."


The Butler may only vote when their Master (another player) votes.
The Tinker can die at any time, for no reason.
*  
* The Storyteller may kill the Tinker at any time.
*  
* The Tinker cannot die from their ability while protected from death, as normal.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the '''DEAD''' reminder and wait until dawn to declare which players died during the night. (''Do not say how.'')
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.
<hr />
You can choose to never kill the Tinker. This makes the Tinker look really suspicious.
<hr />
We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.
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<div class='example'>
<div class='example'>
The Butler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Butler may too. If not, then the Butler may not raise their hand
During the night, the Tinker dies, even though the Demon attacked a different player.
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<div class='example'>
<div class='example'>
A nomination is in progress. The Butler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Butler must lower their hand immediately.
The {{Good|Tea Lady}} sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.
</div>
</div>


<div class='example'>
<div class='example'>
The Butler is dead. Because dead players have no ability, the Butler may vote with their vote token at any time.
The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the {{Good|Innkeeper}}. Later that night, the {{Good|Innkeeper}} dies, so the Storyteller chooses to kill the Tinker too.
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== Tips & Tricks ==
== Tips & Tricks ==


* The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.
* The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!


* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.
* Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily {{Evil|Assassin}}), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the {{Good|Exorcist}}, you might die instead to create the impression of the demon still acting. If the {{Good|Exorcist}} player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a {{Evil|Shabaloth}}, when the demon is in fact a {{Evil|Pukka}}.


* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!
* Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you ''must'' be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.


* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.
* The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually ''seem'' random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose ''not'' to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)


* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.
* Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.
 
*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Butler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.
 
* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?
 
* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.
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== Bluffing as the Butler ==
== Bluffing as the Tinker ==
 
When bluffing as the Butler, there are a few things you should keep in mind:
 
* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.
 
* Nobody suspects the Butler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Butler is a great bluff for good and evil players alike.


* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.
When bluffing as the Tinker, there are a few things you should keep in mind:


* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!
* Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the {{Evil|Zombuul}}, or if you are a Demon with a {{Evil|Mastermind}} in play, feel free to die (preferably at night), to make your bluff seem legitimate.  


* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.
* If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the {{Good|Gambler}}, {{Good|Gossip}}, or {{Good|Grandmother}}.


* If you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!
* If you stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.


* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.
* The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.


* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.
* If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.


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[[Category:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Outsider]]
[[Category:Outsiders]]

Revision as of 12:47, 24 March 2023

Icon tinker.png Information

Type Outsider
Artist Aiden Roberts

"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You might die at any time."

The Tinker can die at any time, for no reason.

  • The Storyteller may kill the Tinker at any time.
  • The Tinker cannot die from their ability while protected from death, as normal.

How to Run

At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the DEAD reminder and wait until dawn to declare which players died during the night. (Do not say how.)

While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.


You can choose to never kill the Tinker. This makes the Tinker look really suspicious.


We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.

Examples

During the night, the Tinker dies, even though the Demon attacked a different player.

The Tea Lady sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.

The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the Innkeeper. Later that night, the Innkeeper dies, so the Storyteller chooses to kill the Tinker too.

Tips & Tricks

  • The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!
  • Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily Assassin), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the Exorcist, you might die instead to create the impression of the demon still acting. If the Exorcist player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a Shabaloth, when the demon is in fact a Pukka.
  • Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you must be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.
  • The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually seem random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose not to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)
  • Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.

Bluffing as the Tinker

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

  • Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the Zombuul, or if you are a Demon with a Mastermind in play, feel free to die (preferably at night), to make your bluff seem legitimate.
  • If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the Gambler, Gossip, or Grandmother.
  • If you stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.
  • The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.
  • If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.