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<div id='character-details'>
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[[File:icon_tinker.png|250px]]
[[File:icon_moonchild.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'>"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."</p>
<p class='flavour'>"Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it."</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>
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<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>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You might die at any time."
"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die."


The Tinker can die at any time, for no reason.
The Moonchild curses someone upon death, killing them too.
* The Storyteller may kill the Tinker at any time.
* The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision.
* The Tinker cannot die from their ability while protected from death, as normal.
* If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens.
* As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability.
* It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
* If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die.
* The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.
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== 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.'')
When you declare that the Moonchild’s player has died, the Moonchild chooses any alive player. If the chosen player is good, mark their character token with the '''DEAD''' reminder. Tonight, the player marked with the Moonchild’s '''DEAD''' reminder '''dies'''.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
<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.
If the Moonchild doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.
<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'>
During the night, the Tinker dies, even though the Demon attacked a different player.
The {{Evil|Pukka}} kills the Moonchild. The next morning, the Moonchild chooses a player, who is the {{Good|Exorcist}}. That night, the {{Good|Exorcist}} dies.
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<div class='example'>
<div class='example'>
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.
The {{Good|Pacifist}} is in play. The Moonchild is executed but remains alive. The Moonchild does not choose a player, because the Moonchild did not die.
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<div class='example'>
<div class='example'>
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.
The {{Evil|Shabaloth}} eats the Moonchild. The Moonchild chooses the {{Evil|Assassin}}, who remains alive. The {{Evil|Shabaloth}} regurgitates the Moonchild. A few nights later, the {{Evil|Shabaloth}} eats the Moonchild again. This time, the Moonchild chooses the {{Good|Gossip}}, who dies.
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== Tips & Tricks ==
== 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!
* Try to avoid dying if you can! Even though you're an Outsider, you are still a good player, and in Bad Moon Rising you don't always have a lot of good players to spare. This is especially true for you, since the extra player who dies thanks to your ability ''must'' be good, meaning you can't even hope to take someone evil out with you. Bluffing as something difficult to kill (like the {{Good|Fool}} or {{Good|Goon}}) to avoid the demon's attention is a good option, especially if you quietly reveal to good players your ''real'' ability so they don't turn around and execute you. Alternatively, you can just not admit anything to anyone until you absolutely must, keeping yourself safe that way!


* 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}}.
* DO die. This isn't always the best move (and should really only be attempted early in the game), but your ability is a pretty strong confirmation that a player is good. If they die, you can be confident they are telling the truth, which in turn means that you can trust their information. It's best to coordinate who you're going to choose before your death - some good players will be more comfortable with an early death compared to others. Asking for the town to execute you for the sake of gaining information is also a good way to build trust if you are dealing with suspicion - most evil players will not volunteer to die. A {{Evil|Zombuul}} or {{Evil|Devil's Advocate}} may throw a spanner in your works though!


* 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.
* On death, choose someone you think is good to inflict with your deadly curse. There's a couple of great reasons for this! Firstly, should they die: you know you can trust that they are good, and that any information they have is ''probably'' reliable. Secondly, if your ability activates and this person dies, it is likely that you are telling the truth. While the evil team ''can'' simulate your ability activating via the help of the Demon or {{Evil|Assassin}}, they will often just accept the free extra kill that you provided, leading to an unusual number of deaths. If the good team believes you, they can believe the person you killed, and from there start to piece information together to ferret out the evil team lurking among them!


* 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?)
* On death, choose someone you suspect is evil. There's a couple of great reasons for this! Firstly, if you believe that the following night is going to see a lot of death (e.g., a {{Evil|Po}} has charged up), then the extra kill from your ability might be the one that pushes the game firmly in evil's favor. Secondly, should that player not die? You can now be reasonably confident that they ''are'' evil. The confirmation is not as drastic as confirming someone as good, but if you believe you are sober, then regard that player with a lot of suspicion moving forward - there's usually more than one clue that someone isn't who they claim to be.


* Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.
* When choosing the player you intend to pick, be aware that characters that "cannot die" or are protected at night will not die as a result of your ability. This includes characters like the {{Good|Sailor}} and {{Good|Fool}}, and players in the company of a {{Good|Tea Lady}} or an {{Good|Innkeeper}}. Try to have a good idea of who is who before you die, so you can choose around these character. Or, if you want to avoid an extra death, you can deliberately choose one of them, keeping the death toll from rising too dramatically.
 
* If the {{Evil|Godfather}} is in play, they will get the chance to kill the same night that you die and curse someone. If you suspect a {{Evil|Godfather}}, be aware of this extra kill and plan your choice accordingly. Also be aware that they ''could'' choose to trick you into believing you killed a good player, but in fact it was an evil minion thrown under the bus to sow chaos and confusion in the afterlife!
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<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Tinker ==
== Bluffing as the Moonchild ==


When bluffing as the Tinker, there are a few things you should keep in mind:
When bluffing as the Moonchild, 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 {{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.  
* Bluff as the Moonchild so that the good players are afraid to execute you. Depending on how many players are left alive, many good players will be reluctant to execute a Moonchild. The threat that another player will die if you die can be enough to dissuade them from voting for you.


* 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}}.
* Even better than just saying that you might be killing another player too if you die, is telegraphing specifically who you will pick if you die. For example, if the players are discussing whether or not to execute you, you can claim that if you die, you intend to pick the player claiming to be the {{Good|Innkeeper}}. After all - you will have to pick someone. This may be enough to get the {{Good|Innkeeper}} to avoid voting for you, as well as any other player who wants to keep the {{Good|Innkeeper}} alive.


* 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 Moonchild is an interesting bluff to reveal once you are dead. If you have stayed silent about your character up until this point, or if you feel like changing your bluff upon death, the Moonchild is a great choice. You die. You claim to be the Moonchild. You pretend to curse a player. Whether or not that player dies, good will tend to focus on your Moonchild ability to the exclusion of other, more important, information.


* 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.
* When it comes time to curse a player - pick a good player, and co-ordinate with the other evil players so that this player lives through the night. For example, if you choose the {{Good|Tea Lady}}, and then they live through the night, they will look evil the following day, and probably be the executed player.


* 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.
* When it comes time to curse a player - pick an evil player, and co-ordinate with the other evil players so that this player dies tonight. Either the Demon, an {{Evil|Assassin}} or {{Evil|Godfather}} can kill this player, which will make this evil player look good. You will lose an evil player because of this strategy, but sometimes feeding misinformation to the good team is more important than keeping evil players alive.


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Revision as of 12:49, 24 March 2023

Icon moonchild.png Information

Type Outsider
Artist Aiden Roberts

"Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it."

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

"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die."

The Moonchild curses someone upon death, killing them too.

  • The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision.
  • If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens.
  • As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability.
  • It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
  • If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die.
  • The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.

How to Run

When you declare that the Moonchild’s player has died, the Moonchild chooses any alive player. If the chosen player is good, mark their character token with the DEAD reminder. Tonight, the player marked with the Moonchild’s DEAD reminder dies.

If the Moonchild doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.

Examples

The Pukka kills the Moonchild. The next morning, the Moonchild chooses a player, who is the Exorcist. That night, the Exorcist dies.

The Pacifist is in play. The Moonchild is executed but remains alive. The Moonchild does not choose a player, because the Moonchild did not die.

The Shabaloth eats the Moonchild. The Moonchild chooses the Assassin, who remains alive. The Shabaloth regurgitates the Moonchild. A few nights later, the Shabaloth eats the Moonchild again. This time, the Moonchild chooses the Gossip, who dies.

Tips & Tricks

  • Try to avoid dying if you can! Even though you're an Outsider, you are still a good player, and in Bad Moon Rising you don't always have a lot of good players to spare. This is especially true for you, since the extra player who dies thanks to your ability must be good, meaning you can't even hope to take someone evil out with you. Bluffing as something difficult to kill (like the Fool or Goon) to avoid the demon's attention is a good option, especially if you quietly reveal to good players your real ability so they don't turn around and execute you. Alternatively, you can just not admit anything to anyone until you absolutely must, keeping yourself safe that way!
  • DO die. This isn't always the best move (and should really only be attempted early in the game), but your ability is a pretty strong confirmation that a player is good. If they die, you can be confident they are telling the truth, which in turn means that you can trust their information. It's best to coordinate who you're going to choose before your death - some good players will be more comfortable with an early death compared to others. Asking for the town to execute you for the sake of gaining information is also a good way to build trust if you are dealing with suspicion - most evil players will not volunteer to die. A Zombuul or Devil's Advocate may throw a spanner in your works though!
  • On death, choose someone you think is good to inflict with your deadly curse. There's a couple of great reasons for this! Firstly, should they die: you know you can trust that they are good, and that any information they have is probably reliable. Secondly, if your ability activates and this person dies, it is likely that you are telling the truth. While the evil team can simulate your ability activating via the help of the Demon or Assassin, they will often just accept the free extra kill that you provided, leading to an unusual number of deaths. If the good team believes you, they can believe the person you killed, and from there start to piece information together to ferret out the evil team lurking among them!
  • On death, choose someone you suspect is evil. There's a couple of great reasons for this! Firstly, if you believe that the following night is going to see a lot of death (e.g., a Po has charged up), then the extra kill from your ability might be the one that pushes the game firmly in evil's favor. Secondly, should that player not die? You can now be reasonably confident that they are evil. The confirmation is not as drastic as confirming someone as good, but if you believe you are sober, then regard that player with a lot of suspicion moving forward - there's usually more than one clue that someone isn't who they claim to be.
  • When choosing the player you intend to pick, be aware that characters that "cannot die" or are protected at night will not die as a result of your ability. This includes characters like the Sailor and Fool, and players in the company of a Tea Lady or an Innkeeper. Try to have a good idea of who is who before you die, so you can choose around these character. Or, if you want to avoid an extra death, you can deliberately choose one of them, keeping the death toll from rising too dramatically.
  • If the Godfather is in play, they will get the chance to kill the same night that you die and curse someone. If you suspect a Godfather, be aware of this extra kill and plan your choice accordingly. Also be aware that they could choose to trick you into believing you killed a good player, but in fact it was an evil minion thrown under the bus to sow chaos and confusion in the afterlife!

Bluffing as the Moonchild

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

  • Bluff as the Moonchild so that the good players are afraid to execute you. Depending on how many players are left alive, many good players will be reluctant to execute a Moonchild. The threat that another player will die if you die can be enough to dissuade them from voting for you.
  • Even better than just saying that you might be killing another player too if you die, is telegraphing specifically who you will pick if you die. For example, if the players are discussing whether or not to execute you, you can claim that if you die, you intend to pick the player claiming to be the Innkeeper. After all - you will have to pick someone. This may be enough to get the Innkeeper to avoid voting for you, as well as any other player who wants to keep the Innkeeper alive.
  • The Moonchild is an interesting bluff to reveal once you are dead. If you have stayed silent about your character up until this point, or if you feel like changing your bluff upon death, the Moonchild is a great choice. You die. You claim to be the Moonchild. You pretend to curse a player. Whether or not that player dies, good will tend to focus on your Moonchild ability to the exclusion of other, more important, information.
  • When it comes time to curse a player - pick a good player, and co-ordinate with the other evil players so that this player lives through the night. For example, if you choose the Tea Lady, and then they live through the night, they will look evil the following day, and probably be the executed player.
  • When it comes time to curse a player - pick an evil player, and co-ordinate with the other evil players so that this player dies tonight. Either the Demon, an Assassin or Godfather can kill this player, which will make this evil player look good. You will lose an evil player because of this strategy, but sometimes feeding misinformation to the good team is more important than keeping evil players alive.