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Acrobat and Cult Leader: Difference between pages

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


[[File:icon_acrobat.png|250px]]
[[File:icon_cultleader.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#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall</td>
<td>Anica Kelsen</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</p>
<p class='flavour'>"Thinking themselves wise, they became fools."</p>


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</div>
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<div class="small-12 large-12 columns">
== Summary ==
== Summary ==
"Each night*, if either good living neighbour is drunk or poisoned, you die."
"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."


The Acrobat dies if the people they neighbour are drunk or poisoned.
The Cult Leader convinces others to join their cult to end the game. But which team will win?
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<div class='example'>
<div class='example'>
The Acrobat neighbours the {{Good|Lycanthrope}} and the {{Good|Amnesiac}}. The {{Good|Lycanthrope}} has been poisoned by the {{Evil|Widow}}. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.
The Cult Leader neighbours the {{Good|Farmer}} and the {{Good|Magician}}. On the first night, the Cult Leader remains good. The {{Good|Magician}} is executed, and dies, and the Cult Leader's living neighbours are now the {{Good|Farmer}} and the {{Evil|Marionette}}. The Storyteller decides to make the Cult Leader evil. The next night, even though the Cult Leader's living neighbours are still the {{Good|Farmer}} and the {{Evil|Marionette}}, the Storyteller decides to make the Cult Leader good again.  
</div>
</div>


<div class='example'>
<div class='example'>
The Acrobat neighbours the {{Good|Moonchild}} and the {{Good|Soldier}}. The {{Good|Soldier}} is executed, and the Acrobat's living neighbours are now the {{Good|Moonchild}} and the {{Evil|Boomdandy}}, with the {{Evil|Boomdandy}}'s next neighbour being the {{Good|Tea Lady}}. The {{Good|Moonchild}} dies at night, and the Acrobat's living neighbours are now the drunk {{Good|Sailor}} and the {{Evil|Boomdandy}}. The Acrobat dies.
The Cult Leader is evil. The Cult Leader requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the Cult Leader turns good. The following day, the Cult Leader requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the Cult Leader is good.  
</div>
 
<div class='example'>
The Acrobat neighbours the {{Evil|Imp}} and the {{Good|Dreamer}}. The {{Evil|Imp}} also neighbours the {{Good|Clockmaker}}. The Acrobat does not die, because neither the {{Good|Dreamer}} nor the {{Good|Clockmaker}} are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the {{Evil|Imp}}'s status is not considered.) The {{Good|Snake Charmer}} selects the {{Evil|Imp}}, turning the {{Evil|Imp}}'s player into a good, poisoned {{Good|Snake Charmer}}. The Acrobat dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.
* Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.
 
* Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.
 
* There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.  


* Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.  
* Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.  


* The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the {{Evil|Cerenovus}} there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the {{Good|Fortune Teller}} there is no effect. However, if the Acrobat has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).
* Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.  


* If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the {{Evil|Poisoner}}, or you may be able to confirm the identity of a good player, such as the {{Good|Sailor}}.
* Get other players to use detection abilities on your neighbours to verify your claims. Get the {{Good|Chambermaid}} or the {{Good|Seamstress}} to pick both your neighbours at night, to verify your claims of alignment.  


* If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
* Try and execute players between you and those verified as good by Townsfolk, such as the {{Good|Virgin}} or the {{Good|Noble}}, as this will help make the town trust that you are good for a Cult Leader victory.  


* If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a {{Good|Slayer}} from wasting their shot, or a {{Good|Seamstress}} from ruining their hemlines.
* Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.  


* If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a {{Evil|Widow}} in play, you know that neither of your neighbours are the target.  
* Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an {{Good|Empath}}. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.


* Look out for good players who can make other players drunk or poisoned, like the {{Good|Innkeeper}} or {{Good|Sailor}}, because they can help verify who you are by triggering your ability. Get the {{Good|Innkeeper}} to choose both your neighbours as then one of them will be drunk. Likewise, get the {{Good|Sailor}} to pick your neighbours, because then the {{Good|Sailor}} knows if they're sober or not and could prove who they are after you've proved who you are.
* Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.


* If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the {{Evil|Assassin}} or the {{Good|Gossip}}.
* During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.  


* Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring {{Good|Clockmaker}} is actually the {{Good|Balloonist}}. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
* Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.  


* Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.
* Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.
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== Bluffing as the Acrobat ==
== Bluffing as the Cult Leader ==
 
When bluffing as the Cult Leader, there are a few things you should keep in mind:
 
* When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!


When bluffing as the Acrobat, there are a few things you should keep in mind:
* Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.


* Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.  
* If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.


* If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.
* A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you ''are''!)


* Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a {{Evil|Poisoner}} on the script, use the fact that you haven't died all game to suggest that there is none in the game.
* While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!


* If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the {{Good|Innkeeper}}, {{Good|Tea Lady}}, {{Good|Soldier}}, or {{Evil|Mastermind}}.
* Alternatively, if you think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.


* Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the {{Evil|Widow}} who has poisoned your neighbour.
* If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player ''becomes'' your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead ''and'' bolstering your teammate at the same time!


* When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.
* While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the {{Good|Empath}} or the {{Good|Seamstress}}.


* If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an {{Good|Oracle}} for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the {{Good|Undertaker}} or {{Good|Dreamer}} though - they'll condemn you pretty quick.)
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Revision as of 23:40, 25 September 2023

Icon cultleader.png Information

Type Townsfolk
Artist Anica Kelsen

"Thinking themselves wise, they became fools."

Summary

"Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins."

The Cult Leader convinces others to join their cult to end the game. But which team will win?

Examples

The Cult Leader neighbours the Farmer and the Magician. On the first night, the Cult Leader remains good. The Magician is executed, and dies, and the Cult Leader's living neighbours are now the Farmer and the Marionette. The Storyteller decides to make the Cult Leader evil. The next night, even though the Cult Leader's living neighbours are still the Farmer and the Marionette, the Storyteller decides to make the Cult Leader good again.

The Cult Leader is evil. The Cult Leader requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, the Cult Leader turns good. The following day, the Cult Leader requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because the Cult Leader is good.

Tips & Tricks

  • Come out as the Cult Leader early, as your chances of being good are much higher early in the game. It is true that on the first night you can turn evil, but this will probably not be the case. However, that being said, the town may be hesitant to gun for a Cult Leader win on the first day as this feels like a cheap win and they won't have much evidence either way about your alignment.
  • Come out late as the Cult Leader since you'll have more information to share. However, beware, players are prone to distrusting Cult Leaders towards the end of the game as the chance you are evil increases on near the end of the game because good players are more likely to have died than evil, so your living neighbours get increasingly likely to be evil in the late game.
  • Come out as the Cult Leader while evil (without admitting that you are evil), because it will be easier to get the evil team to back your plays for executions and Cult Leader votes.
  • Get other players to use detection abilities on your neighbours to verify your claims. Get the Chambermaid or the Seamstress to pick both your neighbours at night, to verify your claims of alignment.
  • Try and execute players between you and those verified as good by Townsfolk, such as the Virgin or the Noble, as this will help make the town trust that you are good for a Cult Leader victory.
  • Don't admit you are evil until you are good again, or else you might get executed and locked into evil. However, if it's the final day, coming out as evil can destroy the good team for an easy win. If you were evil the night before and you're good now, you can tell the group that you have been evil and that therefore one of your neighbours must be evil.
  • Ignore the Cult Leader's cult joining ability, and just quietly learn if you have evil neighbours like an Empath. Over the course of the game, keep a mental note of when you have been evil, especially if your neighbours die across the course of the game. Then you'll have some good information on which players are probably good and probably evil.
  • Always use the Cult Leader's cult joining ability, and observe voter behaviour. Evil knows if you're next to an evil player, and are more likely to vote on you then. Cult Leaders can have a hard time convincing the whole group to vote, as there is usually one good player that holds back thinking "what if they're evil?". That's okay, you can still learn a lot just by watching how players vote, because evil players are much more enthusiastic to vote as their vote doesn't impact the outcome anyway.
  • During the end game, if players are not sure about who the Demon is, you have a victory condition that can be a Hail Mary. If the odds of finding the Demon are worse than 50/50, then a Cult Leader offers better odds. If it is suddenly clear based on voter patterns that the Demon has escaped execution, you can offer a backup plan. You might be evil, but it's still a better chance at victory for the good team, than knowing that the Demon cannot be executed.
  • Remember on the final day, if there are only 3 players alive and you're one of them, you are next to the Demon. If the third player is evil, then all three of you are evil, meaning no one will nominate the Demon for an easy evil victory. If you're good, then you know for sure that the Demon is only evil player left alive.
  • Player count is important: in games with 9, 12, or 15 players, you have the highest good to evil player ratio. This means that your chances of being good are higher, but you also have more people to convince to join your cult. In a 9 player game, there are 7 good players and only 2 evil players, so while the chances of you being next to an evil player are much lower, you still have 6 other people to convince to join your cult.

Bluffing as the Cult Leader

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

  • When bluffing as the Cult Leader, keep one crucial point in mind - you want people to be paying a lot of attention to you and your phony cult, but at no point do you want them reaching a consensus on the matter. You are not a real Cult Leader! What would you even do with all those disciples if you had them? The town will obviously notice if they all agree to join your cult and nothing happens, so make sure that someone always has their hand down. Bonus points if it is a fellow evil member who will look like a good player as a result of that!
  • Bluffing as the Cult Leader can be a lot of fun! Due to the nature of your alignment shifting, the town will naturally distrust you anyway, allowing you to be bolder about appearing "evil" for a day or two.
  • If the town threatens to execute you, just claim to be "currently" evil, and warn them you'll stay that way if they take you out now! Bonus points if that means they turn on one of your innocent, good neighbours to "turn you good" again.
  • A Cult Leader is a character that is likely to survive until the end of the game, since the Demon probably wants to keep them alive on the chance that they turn evil. This means it can be a great bluff to help you stay alive. Just be careful to keep your finger on the pulse of how the town is feeling about evil-aligned Cult Leaders - at some point, they may decide to cut their losses and execute you just on the off chance that you are bluffing. (To be fair to them, you are!)
  • While bluffing as the Cult Leader, try to get a vote happening every day, especially if you can get all the other evil players to vote along with you. Having a lot of players put their hands up for the cult suddenly might catch good players unawares, thinking that the others know something they don't - if you time it well, you might just be able to sway some people in the heat of the moment! Not only does this create a lot of noise and distract the good team from trying to find the Demon, but you can weaponise the vote to cast doubt on players who won't join you!
  • Alternatively, if you think you've managed to recruit a large part of the town to your cause, get your evil team to not vote with the cult; when your ability "fails", this will make them look like a resistant good player.
  • If you have fellow evil among your neighbours, stick to being "good" for the entire game. Or, if an evil player becomes your neighbour, claim to have been previously evil and have now turned good, casting doubt on the dead and bolstering your teammate at the same time!
  • While bluffing as the Cult Leader, you can actually come out as evil, since this throws shade on your neighbours and perhaps draws attention away from you. Players are much more likely to want to execute someone who is evil and stays evil rather than someone who might turn good again. This can help provide cover for you as to why you’re registering evil to characters like the Empath or the Seamstress.
  • If the town ever bites the bullet and executes you, let them know that you are evil - your actual alignment will probably back this up if checked by an Oracle for example, meaning the good team will have to worry about an imaginary extra evil vote for the rest of the game! (Beware of the Undertaker or Dreamer though - they'll condemn you pretty quick.)