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Preacher and Lycanthrope: Difference between pages

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[[File:icon_preacher.png|250px]]
[[File:icon_lycanthrope.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'>"It is better to be rich and healthy than poor and sick."</p>
<p class='flavour'>"Beneath the thin veneer of civilisation lies a howling madness."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>wjdXh6CxB6E</youtube>


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== Summary ==
== Summary ==
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
"Each night*, choose an alive player: If good, they die, but they are the only player that can die tonight."


The Preacher removes the Minion abilities of selected players.
The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.
* The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
* If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
* If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
* If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
* Evil characters’ abilities that don’t kill still function normally.
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== How to Run ==
== How to Run ==
Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.
From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the Preached token, it does not.
If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.
If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.


If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.
Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.  


In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.
If the chosen player is good, that player '''dies'''—mark them with the Lycanthrope’s '''DEAD''' reminder. Any other player that would die tonight remains alive.
 
If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.
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<div class='example'>
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
The Lycanthrope attacks the {{Good|Soldier}}. The {{Good|Soldier}} dies. Later that night, the {{Evil|Imp}} attacks the {{Good|Amnesiac}}. The {{Good|Amnesiac}} does not die.
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<div class='example'>
<div class='example'>
The Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
The Lycanthrope attacks the {{Good|Farmer}}. The {{Good|Farmer}} dies, and another good player becomes a {{Good|Farmer}}. A player is poisoned by the {{Evil|Pukka}}, but the previously poisoned player does not die before becoming healthy, because only the {{Good|Farmer}} may die tonight.
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<div class='example'>
The Lycanthrope attacks the {{Evil|Godfather}}. The {{Evil|Godfather}} does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The {{Evil|Godfather}} attacks the {{Good|Washerwoman}}, and the {{Good|Washerwoman}} dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
* Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.


* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!
* Beware of characters who can register as different alignments, such as the {{Evil|Spy}} and the {{Good|Recluse}}. They may die in the night or live through the night despite you choosing them, confusing your information.


* If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
* In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.


* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
* To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the {{Evil|Assassin}} or the {{Evil|Psychopath}}, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!


* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!
* Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?


* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
* If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.


* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
* On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.
 
* If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!
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== Bluffing as the Preacher ==
== Bluffing as the Lycanthrope ==
 
When bluffing as the Preacher, there are a few things you should keep in mind:
 
* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.


* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
When bluffing as the Lycanthrope, there are a few things you should keep in mind:


* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
* As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.


* If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
* As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.


* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
* Alternatively, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.


* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
* If there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.


* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.
* Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the {{Good|Fortune Teller}} or the {{Good|Savant}}, be prepared for things to get complicated.  


* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!
* If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.


* Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!
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Revision as of 09:14, 13 October 2023

Icon lycanthrope.png Information

Type Townsfolk
Artist John Grist

"Beneath the thin veneer of civilisation lies a howling madness."

Character Showcase

Summary

"Each night*, choose an alive player: If good, they die, but they are the only player that can die tonight."

The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.

  • The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
  • If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
  • If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
  • If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
  • Evil characters’ abilities that don’t kill still function normally.

How to Run

Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.

If the chosen player is good, that player dies—mark them with the Lycanthrope’s DEAD reminder. Any other player that would die tonight remains alive.

Examples

The Lycanthrope attacks the Soldier. The Soldier dies. Later that night, the Imp attacks the Amnesiac. The Amnesiac does not die.

The Lycanthrope attacks the Farmer. The Farmer dies, and another good player becomes a Farmer. A player is poisoned by the Pukka, but the previously poisoned player does not die before becoming healthy, because only the Farmer may die tonight.

The Lycanthrope attacks the Godfather. The Godfather does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The Godfather attacks the Washerwoman, and the Washerwoman dies.

Tips & Tricks

  • Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.
  • Beware of characters who can register as different alignments, such as the Spy and the Recluse. They may die in the night or live through the night despite you choosing them, confusing your information.
  • In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.
  • To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the Assassin or the Psychopath, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!
  • Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?
  • If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.
  • On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.
  • If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!

Bluffing as the Lycanthrope

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

  • As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.
  • As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.
  • Alternatively, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.
  • If there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.
  • Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the Fortune Teller or the Savant, be prepared for things to get complicated.
  • If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.
  • Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!