Actions

Godfather and Devil's Advocate: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_godfather.png|250px]]
[[File:icon_devilsadvocate.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>


Line 20: Line 20:
</table>
</table>


<p class='flavour'>"Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident."<p>
<p class='flavour'>"My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply'' prima face, ''which is, as Wills vs Thule set precedent for, further reason to acquit."<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>
Line 27: Line 27:
<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/61788082/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-11-6%2F301512689-44100-2-3db86b4cb6e1b.m4a">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/48022913/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-1-22%2F249797836-44100-2-de5c40d65a01d.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]"
"Each night, choose a living player (different to last night): if executed tomorrow, they don't die."


The Godfather takes revenge when the town kills Outsiders.
The Devil's Advocate saves players from execution.
* Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night.
* Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive.
* The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count.
* The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.
* If the Godfather is in play, this adds or removes one Outsider from play.
* At the start of the game, the Godfather learns which Outsiders are in play.
* If two Outsiders died today, the Godfather still only kills one player tonight.
</div>
</div>


Line 52: Line 49:
== How to Run ==
== How to Run ==


While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk and add one Outsider or remove one Outsider and add one Townsfolk.
Each night, wake the Devil’s Advocate. They point at any player. Put the Devil’s Advocate to sleep. Mark the chosen player with the '''SURVIVES EXECUTION''' reminder.


During the first night, wake the Godfather. Show them the character tokens of all Outsiders in play. Put the Godfather to sleep.
If a player marked '''SURVIVES EXECUTION''' is executed, declare that the player was executed but remains alive. (''Do not say why.'')
 
If an Outsider dies during the day, mark them with the '''DIED TODAY''' reminder. That night, wake the Godfather. They point at any player. Put the Godfather to sleep. The chosen player '''dies'''—mark them with the '''DEAD''' reminder.
</div>
</div>


Line 68: Line 63:


<div class='example'>
<div class='example'>
The Godfather learns that the {{Good|Lunatic}} and the {{Good|Moonchild}} are in play, so the Godfather bluffs as the {{Good|Tinker}}. During the third day, the {{Good|Lunatic}} dies by execution. That night, the Demon kills the {{Good|Minstrel}}, and the Godfather kills the {{Good|Pacifist}}.
At night, the Devil's Advocate protects themself. The next day, the Devil's Advocate is executed but remains alive.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Tinker}} is executed but remains alive, because they were protected by the {{Evil|Devil's Advocate}}. The Godfather does not act that night. The next day, the {{Good|Tinker}} dies due to their own ability. That night, the Demon kills a player, and the Godfather kills themself to appear like a good player.
The Devil's Advocate protects the {{Evil|Zombuul}}. The {{Evil|Zombuul}} is executed but remains alive, so their life token is not flipped. The next day, the {{Evil|Zombuul}} is executed again and registers as dead.
</div>
 
<div class='example'>
The Devil's Advocate protects the {{Good|Grandmother}}. The {{Good|Grandmother}} is executed but remains alive. Later, the Devil's Advocate protects the {{Good|Tinker}}. The {{Good|Tinker}} is executed, but the Storyteller kills the {{Good|Tinker}} anyway, due to the {{Good|Tinker}} ability. Later, the Devil's Advocate protects the {{Good|Moonchild}}, and the {{Traveler|Judge}} forces the execution to succeed&mdash;the execution succeeds, but the {{Good|Moonchild}} remains alive.
</div>
</div>


Line 84: Line 83:
== Tips & Tricks ==
== Tips & Tricks ==


* The Godfather either adds or removes an Outsider from the normal game setup at the Storyteller's discretion. You can then kill these innocent good players for an extra kill at night... but only if you can convince the town to do your dirty work for you! Your ability is subtle, but powerful when abused in the right ways.
* The Devil's Advocate interferes with due process, keeping nominated players alive even if their execution succeeds. As you can imagine, a clever player with a good sense of timing can use this ability to undermine the good team's strongest ability to hunt down the demon!
 
* You start knowing which Outsiders are in play, which can help you and your evil team have an idea of what to expect. If you know there's a {{Good|Lunatic}} for example, you can expect them not to come out for a while, and can bluff as an extra Outsider yourself. Alternatively if there is a {{Good|Goon}}, you may want to seek them out and make an allegiance, turning them evil to join you instead of just getting them killed. This is reliable, powerful information - use it however best helps your team.


* If there's one less outsider than expected, you can fill this gap with a bluff - while players will suspect you in the event of there being more or less outsiders than expected, they tend to overlook entirely if there are exactly as many outsiders as there's supposed to be. (This can also make it an exceptional bluff for your demon!)
* Protect your demon - if you believe they are due for execution! Since your protection can't work on the same player twice in a row, timing the days you pick the demon is pretty important - if you leave them high and dry on a day when the town is getting bloodthirsty, that could cost you and the evil team the game! Pay close attention to the good team, their information, and where their suspicion is leading.


* If there's one more outsider in play than expected, it's probably best to try and convince the town that there isn't a Godfather in play, and that one of the outsiders is bluffing and secretly evil. This not only keeps up the ambiguity of the minion in play (meaning the terrifying {{Evil|Mastermind}} continues to be a possibility), but if they believe you, they might even start executing, giving you a free extra kill!
* If you survive to the final day, set yourself up to be protecting your demon. (Beware the {{Good|Minstrel}} or the {{Good|Innkeeper}} being alive at this point though - they may be able to execute you and then interrupt the demon's ability that way, thus overturning you at the last possible moment.)


* Get them Outsiders executed by any means necessary! Not only are you killing a good player and activating characters like the {{Good|Moonchild}}, but you will get an extra kill that night. If you manage to time this well, your evil team can unleash a devastating counter-attack on the good team with your unexpected aid!
* Protect yourself and the other minions. Even though the demon should really be your top priority, the more evil players alive, the better! This is especially true if you have a {{Evil|Mastermind}}, who only benefits if they survive when all else fails, or even just an {{Evil|Assassin}} who hasn't gotten to stab anyone yet. Just like with the demon, pay attention to who the good team is suspicious of, and try to time who you grant immunity to with their targets.


* Coordinate with the demon when you have the chance to kill to maximize the amount of players that die. It can be a bummer to get a kill and then totally miss because the demon was going to kill them anyway. Plus, the more players who are dead in a single night, the more likely the good team are to just totally panic.
* Protect good players that you think will be executed - this has the advantage of making those players look ''incredibly'' suspicious, especially if the good team already knows (or suspects) you are in play. While other effects could save a good player from their execution, a well timed save coupled with a whisper campaign or just old-fashioned good team paranoia will see them turn on the poor schmuck.


* When you have a chance to kill, you can deliberately choose a dead player to mask your extra kill, hiding the fact that you are in play. This can be very useful if you are trying to push the narrative that no Godfather is in play - the good team typically stop killing Outsiders once they realize you're around, and this method keeps the shade firmly on them. Delaying gratification for a more deadly late game kill can be very satisfying!
* You can use your ability to recreate the behaviour of good character abilities that protect from execution - for example, the {{Good|Tea Lady}}, {{Good|Sailor}} or {{Good|Pacifist}}. Out of all of these, the {{Good|Pacifist}} is the easiest claim since its activation is random, and so the good team cannot try to 'test' you by executing the same player twice in a row - but if you think you can get away with it, your bluff will look extra solid!
</div>
</div>


Line 104: Line 101:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Fighting the Godfather ==
== Fighting the Devil's Advocate ==


* Count how many Outsiders are in play. If the number is 1 fewer or 1 greater than the number that there should be, then you probably have a Godfather in play. Some Outsider players, particularly the {{Good|Goon}} and the {{Good|Lunatic}} may not want to reveal who they are straight away, so this may be tricky at first. But, if you can get all Outsiders to reveal who they are, and the tally is different than expected, then you know that you have a Godfather in play or an Outsider is lying.  
* When a player is executed but doesn't die, do whatever you can to determine the cause. There may be a {{Good|Tea Lady}} or a {{Good|Pacifist}} in-play, or the executed player may be a {{Good|Fool}} or a {{Good|Sailor}}. If you think the executed player was good, you can keep them alive, but if you think that the player was evil and protected by a Devil's Advocate, then execute them again later on.


* If you know that a Godfather is in play, then you know that other Minions are not in-play (if there is only 1 Minion in-play). In this case, you know that the players claiming to be Outsiders are good and should not be executed, and also that you don't need to worry about the {{Evil|Mastermind}} or {{Evil|Devil's Advocate}}.  
* Execute suspicious players twice in a row. Since the Devil's Advocate can not protect the same player twice in a row, killing a player tomorrow if they survived an execution today is a sure way to circumvent a tricky DA.


* If you suspect a Godfather, be cautious of killing Outsiders. Executing an Outsider loses you a good player, then you will lose another 2 (or more!) good players that night, which can be devastating.  
* If you believe someone is evil and pushing very intensely for the execution of a particular player, wait a day and execute that player tomorrow instead. The Devil's Advocate wants you to execute their protected player, so if you pay attention to which players are pushing hard for particular players to be executed, you can avoid them using their power, whilst still executing the player(s) you want to.


* In [[Bad Moon Rising]], knowing which Minions are in-play is crucial to winning. If you don't know whether a Godfather is in play or not, and an Outsider is executed, pay particular attention to how many players die that night. If an extra player dies that night, or if the number is normal, you have information about which Minions are in-play. There may be other reasons that extra players die at night, such as the {{Good|Gambler}}, {{Good|Gossip}} or {{Good|Tinker}}, so rule these causes out first.  
* Once you have figured out a Devil's Advocate is in play, hunt them down immediately! Whilst some other Minions can be ignored, the Devil's Advocate can not. For example, if you learn which player the {{Evil|Baron}} is, you are probably best focusing your execution attentions on different player, and keeping the {{Evil|Baron}} alive. Or, if you figure out which player is the {{Evil|Assassin}}, it may be best to keep the {{Evil|Assassin}} alive and put all your efforts into hunting the Demon. However, a Devil's Advocate really, really, needs to die for good to win. Hunt the Devil's Advocate down and kill them before focusing your attentions on the Demon if at all possible.


</div>
</div>

Revision as of 12:50, 24 March 2023

Icon devilsadvocate.png Information

Type Minion
Artist Aiden Roberts

"My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima face, which is, as Wills vs Thule set precedent for, further reason to acquit."

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

"Each night, choose a living player (different to last night): if executed tomorrow, they don't die."

The Devil's Advocate saves players from execution.

  • Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive.
  • The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.

How to Run

Each night, wake the Devil’s Advocate. They point at any player. Put the Devil’s Advocate to sleep. Mark the chosen player with the SURVIVES EXECUTION reminder.

If a player marked SURVIVES EXECUTION is executed, declare that the player was executed but remains alive. (Do not say why.)

Examples

At night, the Devil's Advocate protects themself. The next day, the Devil's Advocate is executed but remains alive.

The Devil's Advocate protects the Zombuul. The Zombuul is executed but remains alive, so their life token is not flipped. The next day, the Zombuul is executed again and registers as dead.

The Devil's Advocate protects the Grandmother. The Grandmother is executed but remains alive. Later, the Devil's Advocate protects the Tinker. The Tinker is executed, but the Storyteller kills the Tinker anyway, due to the Tinker ability. Later, the Devil's Advocate protects the Moonchild, and the Judge forces the execution to succeed—the execution succeeds, but the Moonchild remains alive.

Tips & Tricks

  • The Devil's Advocate interferes with due process, keeping nominated players alive even if their execution succeeds. As you can imagine, a clever player with a good sense of timing can use this ability to undermine the good team's strongest ability to hunt down the demon!
  • Protect your demon - if you believe they are due for execution! Since your protection can't work on the same player twice in a row, timing the days you pick the demon is pretty important - if you leave them high and dry on a day when the town is getting bloodthirsty, that could cost you and the evil team the game! Pay close attention to the good team, their information, and where their suspicion is leading.
  • If you survive to the final day, set yourself up to be protecting your demon. (Beware the Minstrel or the Innkeeper being alive at this point though - they may be able to execute you and then interrupt the demon's ability that way, thus overturning you at the last possible moment.)
  • Protect yourself and the other minions. Even though the demon should really be your top priority, the more evil players alive, the better! This is especially true if you have a Mastermind, who only benefits if they survive when all else fails, or even just an Assassin who hasn't gotten to stab anyone yet. Just like with the demon, pay attention to who the good team is suspicious of, and try to time who you grant immunity to with their targets.
  • Protect good players that you think will be executed - this has the advantage of making those players look incredibly suspicious, especially if the good team already knows (or suspects) you are in play. While other effects could save a good player from their execution, a well timed save coupled with a whisper campaign or just old-fashioned good team paranoia will see them turn on the poor schmuck.
  • You can use your ability to recreate the behaviour of good character abilities that protect from execution - for example, the Tea Lady, Sailor or Pacifist. Out of all of these, the Pacifist is the easiest claim since its activation is random, and so the good team cannot try to 'test' you by executing the same player twice in a row - but if you think you can get away with it, your bluff will look extra solid!

Fighting the Devil's Advocate

  • When a player is executed but doesn't die, do whatever you can to determine the cause. There may be a Tea Lady or a Pacifist in-play, or the executed player may be a Fool or a Sailor. If you think the executed player was good, you can keep them alive, but if you think that the player was evil and protected by a Devil's Advocate, then execute them again later on.
  • Execute suspicious players twice in a row. Since the Devil's Advocate can not protect the same player twice in a row, killing a player tomorrow if they survived an execution today is a sure way to circumvent a tricky DA.
  • If you believe someone is evil and pushing very intensely for the execution of a particular player, wait a day and execute that player tomorrow instead. The Devil's Advocate wants you to execute their protected player, so if you pay attention to which players are pushing hard for particular players to be executed, you can avoid them using their power, whilst still executing the player(s) you want to.
  • Once you have figured out a Devil's Advocate is in play, hunt them down immediately! Whilst some other Minions can be ignored, the Devil's Advocate can not. For example, if you learn which player the Baron is, you are probably best focusing your execution attentions on different player, and keeping the Baron alive. Or, if you figure out which player is the Assassin, it may be best to keep the Assassin alive and put all your efforts into hunting the Demon. However, a Devil's Advocate really, really, needs to die for good to win. Hunt the Devil's Advocate down and kill them before focusing your attentions on the Demon if at all possible.