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Devil's Advocate and Assassin: Difference between pages

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[[File:icon_devilsadvocate.png|250px]]
[[File:icon_assassin.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'>"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>
<p class='flavour'>"..."<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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== Summary ==
== Summary ==
"Each night, choose a living player (different to last night): if executed tomorrow, they don't die."
"Once per game, at night*, choose a player: they die, even if for some reason they could not."


The Devil's Advocate saves players from execution.
The Assassin kills who the Demon cannot.
* 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.
* Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability.
* 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.
* The Assassin ability is affected by drunkenness and poisoning, as normal.
* If the Assassin attacks the Goon, the Goon dies and turns evil.
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== How to Run ==
== 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.
Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.  


If a player marked '''SURVIVES EXECUTION''' is executed, declare that the player was executed but remains alive. (''Do not say why.'')
If the Assassin chose a player, that player '''dies'''— mark them with the '''DEAD''' reminder. This cannot be prevented in any way (''except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned''). '''The Assassin loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet. (''The Assassin won’t wake again.'')
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<div class='example'>
<div class='example'>
At night, the Devil's Advocate protects themself. The next day, the Devil's Advocate is executed but remains alive.
For the first three nights the Assassin wakes, but chooses not to act. During the fourth night, they choose to kill the {{Good|Fool}}. Even though the {{Good|Fool}} still has their ability, the {{Good|Fool}} dies and stays dead.
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<div class='example'>
<div class='example'>
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.
The {{Good|Tea Lady}} neighbours two good players. The Assassin chooses to kill one of the {{Good|Tea Lady}}’s neighbours, who dies even though they were protected by the {{Good|Tea Lady}}.
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<div class='example'>
<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.
The {{Good|Minstrel}} is in play. The {{Evil|Mastermind}} dies by execution. That night, the Assassin chooses to kill the {{Good|Moonchild}}, but they do not die, because the Assassin is drunk due to the {{Good|Minstrel}}.
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<div class='example'>
The Assassin, who was drunk due to the {{Good|Courtier}}, chooses to kill the {{Good|Goon}}. The Assassin has no ability, so the {{Good|Goon}} remains alive but turns evil.
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== Tips & Tricks ==
== 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!
* Few minions hold the power you have. Absolute control over life and death. No protection will keep players safe from your machinations (unless you get drunk - don't do that). Enjoy the terror you wield over the good team, and strike into their heart at the worst possible moment!


* 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.
* Kill players that your demon cannot get to. Is that {{Good|Exorcist}} blocking your demon from acting? Not anymore. Is that {{Good|Pacifist}} under the protection of a {{Good|Innkeeper}}? Child's play. A smug {{Good|Sailor}} causing you problems? Make this night their last. Nothing stops your blade, so you might as well take full advantage and go after the players that think they are untouchable.


* 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.)
* Kill to confuse death count and mask the type of demon that is in play. If the players suspect a {{Evil|Zombuul}}, you can kill on a night the demon cannot, which will confuse things (especially since your ability can mimic the kill of a venomous {{Evil|Pukka}}). Another useful example is to cover for a charging {{Evil|Po}} - the good team won't see the extra deaths coming, making it extra devastating when unleashed.


* 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 your demon on who they would like you to kill. This is especially true of hungry demons like the {{Evil|Shabaloth}} and the {{Evil|Po}} who can kill multiple times per night, but it's nearly always worth discussing to avoid doubling up with them. Your extra kill is powerful, and it'll be a real bummer to 'lose' it because you and the demon both went after the same target.


* 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.
* If you don't know who to kill, or if you feel like being particularly tricky, you can kill yourself (or kill a fellow evil player) at night to make that evil player look like a good player. Since it is rare for an evil player to die at night, the good team will usually assume that any player that dies at night is good, trusting that player's information and basing their future strategy on that assumption. This is particularly damaging if you can undercut a good player's ability in the process. For example, if you know that an {{Good|Innkeeper}} is protecting you at night, and you kill yourself, not only will you look good in the morning, but the {{Good|Innkeeper}} will look like they are lying about protecting you.
 
* 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!
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== Fighting the Devil's Advocate ==
== Fighting the Assassin ==
 
* 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.
 
* 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 {{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.
* You can't! The Assassin has the opportunity to kill any player of their choice, and that player can not do anything to prevent that death from occurring. The {{Good|Innkeeper}} can't protect them, nor can the {{Good|Tea Lady}}, and the {{Good|Fool}}, {{Good|Sailor}}, and even the {{Good|Goon}} will die at the Assassin's hand. As a good player, the best that you can do to combat the Assassin is to notice when the Assassin made a kill and to pick up the pieces afterwards. The good news is that the Assassin can only kill one player per game, unlike the {{Evil|Godfather}} which can often kill multiple players.  


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Revision as of 12:51, 24 March 2023

Icon assassin.png Information

Type Minion
Artist Aiden Roberts

"..."

Appears in Logo bad moon rising.png Cult of the Clocktower Episode by Andrew Nathenson

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Summary

"Once per game, at night*, choose a player: they die, even if for some reason they could not."

The Assassin kills who the Demon cannot.

  • Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability.
  • The Assassin ability is affected by drunkenness and poisoning, as normal.
  • If the Assassin attacks the Goon, the Goon dies and turns evil.

How to Run

Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.

If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)

Examples

For the first three nights the Assassin wakes, but chooses not to act. During the fourth night, they choose to kill the Fool. Even though the Fool still has their ability, the Fool dies and stays dead.

The Tea Lady neighbours two good players. The Assassin chooses to kill one of the Tea Lady’s neighbours, who dies even though they were protected by the Tea Lady.

The Minstrel is in play. The Mastermind dies by execution. That night, the Assassin chooses to kill the Moonchild, but they do not die, because the Assassin is drunk due to the Minstrel.

The Assassin, who was drunk due to the Courtier, chooses to kill the Goon. The Assassin has no ability, so the Goon remains alive but turns evil.

Tips & Tricks

  • Few minions hold the power you have. Absolute control over life and death. No protection will keep players safe from your machinations (unless you get drunk - don't do that). Enjoy the terror you wield over the good team, and strike into their heart at the worst possible moment!
  • Kill players that your demon cannot get to. Is that Exorcist blocking your demon from acting? Not anymore. Is that Pacifist under the protection of a Innkeeper? Child's play. A smug Sailor causing you problems? Make this night their last. Nothing stops your blade, so you might as well take full advantage and go after the players that think they are untouchable.
  • Kill to confuse death count and mask the type of demon that is in play. If the players suspect a Zombuul, you can kill on a night the demon cannot, which will confuse things (especially since your ability can mimic the kill of a venomous Pukka). Another useful example is to cover for a charging Po - the good team won't see the extra deaths coming, making it extra devastating when unleashed.
  • Coordinate with your demon on who they would like you to kill. This is especially true of hungry demons like the Shabaloth and the Po who can kill multiple times per night, but it's nearly always worth discussing to avoid doubling up with them. Your extra kill is powerful, and it'll be a real bummer to 'lose' it because you and the demon both went after the same target.
  • If you don't know who to kill, or if you feel like being particularly tricky, you can kill yourself (or kill a fellow evil player) at night to make that evil player look like a good player. Since it is rare for an evil player to die at night, the good team will usually assume that any player that dies at night is good, trusting that player's information and basing their future strategy on that assumption. This is particularly damaging if you can undercut a good player's ability in the process. For example, if you know that an Innkeeper is protecting you at night, and you kill yourself, not only will you look good in the morning, but the Innkeeper will look like they are lying about protecting you.

Fighting the Assassin

  • You can't! The Assassin has the opportunity to kill any player of their choice, and that player can not do anything to prevent that death from occurring. The Innkeeper can't protect them, nor can the Tea Lady, and the Fool, Sailor, and even the Goon will die at the Assassin's hand. As a good player, the best that you can do to combat the Assassin is to notice when the Assassin made a kill and to pick up the pieces afterwards. The good news is that the Assassin can only kill one player per game, unlike the Godfather which can often kill multiple players.