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<div id='character-details'>
<div id='character-details'>


[[File:icon_mastermind.png|250px]]
[[File:icon_zombuul.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#Minion|Minion]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"The tentacles of that monster are nailed to the doors of the church. Mothers and children are dancing in the street. Excellent. Everything is proceeding exactly as I have planned."<p>
<p class='flavour'>""I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon."</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>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses."
"Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead."


The Mastermind can still win after the Demon is dead.
The Zombuul secretly remains alive while in the grave.
* If the Demon dies by execution, the game continues. The players do not learn that the Demon died. The following day, if a good player is executed—whether or not they die from it—then evil wins. If an evil player is executed or nobody is executed, then the good team wins.
* When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins.
* A dead Demon does not get to attack. They lose their ability, as normal. During this extra night and day, other characters’ abilities function as normal.
* The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive.
* If the Demon dies and just two players are left alive, the game still continues for another day—evil does not win from two players being alive, and good did not win by killing the Demon. The Mastermind ability says “play for one more day,” and abilities override standard game rules.
* The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake.
* If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.
</div>
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== How to Run ==
== How to Run ==


If the Demon is executed and dies, and the game would end, continue playing the game. (''Add a shroud as normal. Do not say that the Demon has died.'')
The first time the Zombuul would die, they remain alive. Declare that they died, but do not add a shroud to the Zombuul. (''Flip the life token on the Town Square, as normal.'') From now on, the
Zombuul registers as dead.


Tomorrow, if a good player is executed, declare that the game ends and evil wins, but if an evil player or no player is executed, declare that the game ends and good wins.
Each day, if a player dies, mark them with the '''DIED TODAY''' reminder. (''If the Zombuul “dies” by execution, they register as dead, so mark the Zombuul with the DIED TODAY reminder.'')
 
Each night except the first, if any player is marked '''DIED TODAY''', do not wake the Zombuul.
 
Each night except the first, if no player is marked '''DIED TODAY''', wake the Zombuul. They point at any player. Put the Zombuul to sleep. The chosen player '''dies'''—mark them with the '''DEAD''' reminder.
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<div class='example'>
<div class='example'>
The {{Evil|Shabaloth}} dies. The next day, the {{Good|Professor}} is executed and dies. Evil wins.
The Zombuul is executed and appears to die. They cannot attack tonight. A few days later, only two players appear alive on the Town Square. The good team is fairly certain that one of the dead players is the Zombuul, and the game continues until one more player dies.
</div>
 
<div class='example'>
The {{Evil|Po}} dies. The next day, the {{Evil|Godfather}} is executed, but remains alive because they were protected by the {{Evil|Devil's Advocate}}. However, since an evil player was executed, good wins.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Zombuul}} is executed and appears to die. The Mastermind’s ability does not trigger yet, because the {{Evil|Zombuul}}'s execution did not make the game end. When the {{Evil|Zombuul}} is executed a second time and dies for real, the {{Evil|Mastermind}}’s ability triggers, and the game continues for one more day.
Nobody died today. That night, the Zombuul attacks. The next day, the {{Good|Tinker}} dies. That night, the Zombuul does not wake.  
</div>
 
<div class='example'>
There are three players alive. The Demon dies. The following day, with just two players alive, good decides not to execute. When night falls, just two players are left alive but the Demon is dead, so good wins.
</div>
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== Tips & Tricks ==
== Tips & Tricks ==


* The Mastermind is a minion that continues the sinister intentions of the demon even after their death, giving the evil team a second chance at victory. You play the ultimate long game, striving to outlive even your own team... all while never announcing your presence at all.
* The sinister Zombuul is the deadliest Demon in [[Bad Moon Rising]] for its stealth and survivability. The {{Evil|Shabaloth}} and {{Evil|Po}} may kill many and the {{Evil|Pukka}} may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.
 
* Stay alive, pretty much at all costs - your ability is the evil team's backup plan and last ditch resort, and it won't activate if you're dead in the dirt. Coordinate with your demon for a strong bluff and ingratiate yourself with the good team - good options for you are roles that don't act at night (so you don't attract the suspicion of a {{Good|Chambermaid}}) and who the good team would want to protect, like the {{Good|Pacifist}}, {{Good|Tea Lady}} or {{Good|Minstrel}}.
 
* As a Mastermind, you know that timing is everything. The good team knows you might be lurking about, and if they're confident they've killed the demon, all they have to do to tank your plans is not execute. To outwit them, get the demon executed at a time when the good team doesn't suspect that you are in play. In general, this means the execution should happen earlier in the game (most demons will survive past a few days), ''or'' if they believe the player they're executing is not the demon. [[Bad Moon Rising]] is the only edition where your demon can die on day 1 and that can be a ''good'' thing!
 
* Encourage your town to embrace executions! While most good teams won't need any extra help to kill indiscriminately, making sure that they're executing aggressively every day will have them primed to keep executing once the demon is dead and gone. You don't want them chickening out of your last chance at victory! Remind them that executions gain information (testing the claims of a {{Good|Sailor}} or {{Good|Tea Lady}}, looking for the presence of a {{Evil|Devil's Advocate}}), and that depending on the demon, the good team really can't afford to waste any chances to get their hands on evil players anyway. This is all true, which makes you look even more good and trustworthy!


* Convince the good team there's a different minion in play to yourself. Bluff as an outsider to simulate the presence of a {{Evil|Godfather}}. Blame an unusual death count on the presence of an {{Evil|Assassin}} (as opposed to a {{Good|Gambler}}, {{Good|Gossip}} or {{Good|Tinker}} activating). If a player is executed, but does not die? Surely that must be evidence of a {{Evil|Devil's Advocate}}! If the good team wholeheartedly believes that they know which minions are in play and it does not include you, then they will feel much more comfortable going for that final execution, especially if you've coordinated with your demon using some of the other tips on this list!
* You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome {{Good|Exorcist}} or {{Good|Courtier}} hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a {{Good|Sailor}} claim, or the neighbours of a {{Good|Tea Lady}}. This gives the good team information, but will also grant you your precious kill... providing the {{Good|Tinker}} doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a {{Evil|Mastermind}}, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.


* Lull the good team into false sense of security by convincing the Demon (and other Minions) to occasionally avoid killing at night time. Once there has been a night (or two) with no kills, and the good team has learnt that they can safely execute after such a night, they will be much more likely to execute after a night with no kills due to the Demon having been executed.
* Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they ''do'' suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your {{Good|Sailor}} immunity, and blame a {{Evil|Pukka}} for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your {{Evil|Godfather}} to take you out at an opportune time, making it look like there isn't a Zombuul in play ''and'' that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.


* If the Demon dies by execution, do whatever you can to engineer a player death that night. Tell the {{Evil|Assassin}} to use their ability. Convince the {{Good|Gambler}} to guess your character. Influence the {{Good|Gossip}} into making a true statement. Beg the Storyteller to kill the {{Good|Tinker}}. If the players believe that the death at night is caused by a Demon, they will be much more likely to execute again tomorrow.
* Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Fighting the Mastermind ==
== Fighting the Zombuul ==


* In [[Bad Moon Rising]], all other Minions give some kind of indication that they are in play. The {{Evil|Devil's Advocate}} prevents players from dying by execution, the {{Evil|Assassin}} causes an extra death at night time, as does the {{Evil|Godfather}}. If you can see these tells, you may be able to determine that there is no Mastermind in play. If there is no Mastermind in play, you don't need to be cautious about executing when you are unsure of whether the player is good or evil.
* Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...


* However, if you cannot see evidence of a {{Evil|Devil's Advocate}}, {{Evil|Godfather}} or {{Evil|Assassin}}, you may have a Mastermind in play, and in this case, it is usually best to assume that there is.
* Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.


* If there is a night with no death, be extremely cautious about who you execute the next day. Maybe even don't execute at all. As long as there are deaths at night, there is a good chance that the Demon is still alive... but that may not be the case if the Demon is a {{Evil|Zombuul}}. In most cases though, a death at night means that you can safely execute the following day, whilst no death at night means that you should investigate the possibility that the player you executed yesterday was actually the Demon.  
* Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.


* The Mastermind can't use their ability if they are dead. Execute as many players as you can in the hope of killing the Mastermind before the Demon. Like the {{Evil|Devil's Advocate}}, the longer the Mastermind survives, the more trouble the good team is in. Kill early. Kill often. Do your best to figure out which players are possibly Minions. And cross your fingers.
* On the final day, it is unlikely that the Zombuul is among the living is. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.


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[[Category:Bad Moon Rising]]
[[Category:Bad Moon Rising]]
[[Category:Minions]]
[[Category:Demons]]

Revision as of 12:54, 24 March 2023

Icon zombuul.png Information

Type Demon
Artist Aiden Roberts

""I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon."

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*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead."

The Zombuul secretly remains alive while in the grave.

  • When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins.
  • The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive.
  • The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake.
  • If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.

How to Run

The first time the Zombuul would die, they remain alive. Declare that they died, but do not add a shroud to the Zombuul. (Flip the life token on the Town Square, as normal.) From now on, the Zombuul registers as dead.

Each day, if a player dies, mark them with the DIED TODAY reminder. (If the Zombuul “dies” by execution, they register as dead, so mark the Zombuul with the DIED TODAY reminder.)

Each night except the first, if any player is marked DIED TODAY, do not wake the Zombuul.

Each night except the first, if no player is marked DIED TODAY, wake the Zombuul. They point at any player. Put the Zombuul to sleep. The chosen player dies—mark them with the DEAD reminder.

Examples

The Zombuul is executed and appears to die. They cannot attack tonight. A few days later, only two players appear alive on the Town Square. The good team is fairly certain that one of the dead players is the Zombuul, and the game continues until one more player dies.

Nobody died today. That night, the Zombuul attacks. The next day, the Tinker dies. That night, the Zombuul does not wake.

Tips & Tricks

  • The sinister Zombuul is the deadliest Demon in Bad Moon Rising for its stealth and survivability. The Shabaloth and Po may kill many and the Pukka may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.
  • You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome Exorcist or Courtier hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a Sailor claim, or the neighbours of a Tea Lady. This gives the good team information, but will also grant you your precious kill... providing the Tinker doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a Mastermind, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.
  • Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they do suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your Sailor immunity, and blame a Pukka for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your Godfather to take you out at an opportune time, making it look like there isn't a Zombuul in play and that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.
  • Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!

Fighting the Zombuul

  • Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...
  • Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.
  • Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.
  • On the final day, it is unlikely that the Zombuul is among the living is. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.