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Djinn and Fool: Difference between pages

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[[File:icon_djinn.png|250px]]
[[File:icon_fool.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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Fabled|Fabled]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
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<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Anica Kelsen</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"نحن لسنا هنا.<br>
<p class='flavour'>"...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!"</p>
انت لست حقيقي.<br>
كل شيء هو وهم.<br>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
أسئلتك هي جبل نار في يوم صافٍ."</p>
[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]
 
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/56833034/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-7-30%2F283151798-44100-2-ec9ed46ab105a.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Use the Djinn's special rule. All players know what it is."
"The first time you die, you don't."


Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
The Fool escapes death... once.
* When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
* The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life.
* The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
* If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.
* There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
* If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
* The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
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== How to Run ==
== How to Run ==


At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (''Do this even if there are no jinxed characters in play.'')
If the Fool would die, they remain alive. (''But they die if they are drunk or poisoned.'') If the Fool was executed, declare that the player was executed but remains alive. (''Do not say why.'')  


Follow the Djinn instructions as listed on the Script Tool printout.
Either way, '''the Fool loses their ability'''—mark them with the '''NO ABILITY''' reminder.
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<div class='example'>
The {{Evil|Pit-Hag}} and the {{Good|Heretic}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.” Later in the game, the {{Evil|Pit-Hag}} tries to create a {{Good|Heretic}}. The Storyteller shakes their head, and the {{Evil|Pit-Hag}} must choose another character to create.  
On the first day, the Fool is executed but remains alive. On the fourth day, the Fool is executed again. This time, they die.
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<div class='example'>
The Demon attacks the Fool, who remains alive. Nobody dies that night. The next day, the Fool is executed by the {{Traveler|Judge}}, and dies.
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<div class='example'>
<div class='example'>
The {{Good|Spy}} and the {{Evil|Magician}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the {{Good|Spy}} sees the grimoire, the Demon and the {{Evil|Magician}}'s character tokens are removed." There is no {{Good|Spy}} and no {{Evil|Magician}} in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
The Demon attacks the Fool, who is protected by the {{Good|Tea Lady}}. The Fool remains alive and keeps their ability. Later, after the {{Good|Tea Lady}} has died, the Demon attacks the Fool, who is now protected by the {{Good|Innkeeper}}. The Fool remains alive and keeps their ability. Later, after the {{Good|Innkeeper}} has died, the Demon attacks the Fool, who remains alive again but uses their ability, so next time they will die.
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== Tips & Tricks ==


== Explanation ==
* The Fool is one of a few characters that can breathe a little easy in [[Bad Moon Rising]], as their ability spares them (at least once) from the pile up of deaths. This doesn't mean that you should rest on your laurels, however - a proactive Fool can drive the evil team mad with bluffs, protecting their good teammates, and wasting a precious demon kill with their power. Who will get the last laugh? That's up to you!


When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed&mdash;they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work <em>better</em> with the Djinn in play!
* Your ability keeps you safe from death... once. You can lean on this to guarantee your long term survival throughout the game, but another option is to get the demon to target you deliberately with bluffs. Claim to be an {{Good|Exorcist}} or a {{Good|Courtier}}, and inexperienced demons may just take aim at you in a panic, wasting their kill for that night. This is also an effective strategy against a {{Evil|Po}} or {{Evil|Shabaloth}}, both demons who win by slaughtering the town as quickly as possible. If they choose you, that's both you and another good player who may have died standing the next day!


The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.
* Your ability is more useful if it triggers at night, blocking a demon's kill or other reckless deaths. Just because you are safe from execution doesn't mean that you should be rushing to the gallows!


The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.
* If you are really coming under suspicion from the good team, you can prove yourself by being executed. Since you will fail to die, this is a pretty decent indicator you are who you claim you are. This is effectively giving up your night protection to give the good team peace of mind, and is not definitive proof (savvy players will point out that a well-timed {{Evil|Devil's Advocate}}'s action achieves the same effect), but your willingness to sacrifice yourself may sway the hearts of the town... and hopefully get an overzealous {{Good|Exorcist}} or {{Good|Chambermaid}} off your back.


== Djinn Special Rules ==
* Try to deduce when you have been targeted at night by tracking the patterns of deaths. For example, if you have seen two deaths every night for the entire game, and then suddenly there's one death instead... it's possible that a {{Evil|Shabaloth}} tried to munch you and you got away by the seat of your pants. Knowing when you might be vulnerable allows you to adjust your strategies to become more or less of a target as feels necessary.


Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:
* If you have the trust of a good player who would really prefer not to die at night, you can take over claiming to be their character. For example, a {{Good|Pacifist}} might want people to know they're in play, but not expose themselves to the demon... so you can claim on their behalf instead! If the demon hits you, the {{Good|Pacifist}} lives for another day!
* {{Evil|Fang Gu}} and {{Evil|Scarlet Woman}}: If the {{Evil|Fang Gu}} chooses an outsider and dies, the {{Evil|Scarlet Woman}} does not become the {{Evil|Fang Gu}}.
* {{Good|Chambermaid}} and {{Good|Mathematician}}: The {{Good|Chambermaid}} learns if the {{Good|Mathematician}} wakes tonight or not, even though the {{Good|Chambermaid}} wakes first.
* {{Good|Lunatic}} and {{Good|Mathematician}}: The {{Good|Mathematician}} learns if the {{Good|Lunatic}} attacks a different player(s) than the real Demon attacks.


Special rules involving Experimental characters:
* If you die early or unexpectedly, you should be on the lookout for an {{Evil|Assassin}} or {{Evil|Pukka}}. The {{Evil|Assassin}} will be able to bypass your protection and kill you, while the {{Evil|Pukka}} poisons you, causing it to simply malfunction. Both of these are deadly characters, and knowing they are in play early can be a huge boon for the good team, even if it came at the expense of your death. (Note: You should also rule out that you were targeted by a {{Good|Sailor}}, which is less deadly to the good team, but still could be why you died when you thought your protection was still active).
* Many pairs of characters follow the "hate" jinx special rule of: "Only one jinxed character can be in play". Currently, these character pairs are:
** {{Evil|Godfather}} and {{Good|Heretic}}
** {{Good|Spy}} and {{Good|Damsel}}
** {{Good|Spy}} and {{Good|Heretic}}
** {{Evil|Widow}} and {{Good|Damsel}}
** {{Evil|Widow}} and {{Good|Heretic}}
** {{Evil|Legion}} and {{Good|Preacher}}
** {{Evil|Lil' Monsta}} and {{Good|Magician}}
** {{Evil|Riot}} and {{Good|Exorcist}}
** {{Evil|Riot}} and {{Good|Flowergirl}}
** {{Evil|Riot}} and {{Good|Minstrel}}
** {{Evil|Al-Hadikhia}} and {{Evil|Mastermind}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Minstrel}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Preacher}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Vizier}} and {{Good|Magician}}, with the additional rule that evil players start knowing which player and character it is.


* Some pairs of characters cannot be in play in the start of the game, or have special rules relating to their creation:
* You can still be protected by other means - the {{Good|Tea Lady}}, {{Good|Innkeeper}}, {{Good|Pacifist}} and even {{Evil|Devil's Advocate}} can also spare you from death. If you get lucky and gain any extra protection on top of your own power, take advantage! Taunt the evil team a bit! What could go wrong?
** {{Evil|Pit-Hag}} and {{Good|Damsel}}: If a {{Evil|Pit-Hag}} creates a {{Good|Damsel}}, the Storyteller chooses which player it is.
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** {{Evil|Pit-Hag}} and {{Good|Heretic}}: A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.
** {{Evil|Pit-Hag}} and {{Good|Politician}}: A {{Evil|Pit-Hag}} cannot create an evil {{Good|Politician}}.
** {{Evil|Pit-Hag}} and {{Evil|Riot}}: If the {{Evil|Pit-Hag}} creates {{Evil|Riot}}, all evil players become {{Evil|Riot}}. If the {{Evil|Pit-Hag}} creates {{Evil|Riot}} after day 3, the game continues for one more day.
** {{Evil|Legion}} and {{Good|Engineer}}: {{Evil|Legion}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.
** {{Good|Engineer}} and {{Evil|Riot}}: {{Evil|Riot}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Riot}}, the evil players become {{Evil|Riot}}.


* Several experimental townsfolk characters ({{Good|Alchemist}}, {{Good|Magician}}, {{Good|Poppy Grower}}) interact poorly with Minion characters ({{Good|Spy}} and {{Evil|Widow}}) that get to see the Grimoire. The jinxes between these characters are:
</div>
** {{Good|Alchemist}}: The {{Good|Alchemist}} cannot have the {{Good|Spy}}/{{Evil|Widow}} ability.
** {{Good|Magician}}: When the {{Good|Spy}}/{{Evil|Widow}} sees the Grimoire, the Demon and the {{Good|Magician}}'s character tokens are removed.
** {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, the {{Good|Spy}}/{{Evil|Widow}} does not see the Grimoire until the {{Good|Poppy Grower}} dies.


* Other jinxes between experimental townsfolk and good characters are:
<div class='row'>
** {{Good|Lycanthrope}} and {{Good|Gambler}}: If the {{Good|Lycanthrope}} is alive and the {{Good|Gambler}} kills themselves at night, no other players can die tonight.
** {{Good|Cannibal}} and {{Good|Butler}}: If the {{Good|Cannibal}} gains the {{Good|Butler}} ability, the {{Good|Cannibal}} learns this.


* The {{Good|Plague Doctor}} has eight special rules:
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** {{Good|Plague Doctor}} and {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
== Bluffing as the Fool ==
** {{Good|Plague Doctor}} and {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
** {{Good|Plague Doctor}} and {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
** {{Good|Plague Doctor}} and {{Evil|Fearmonger}}: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Goblin}}: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Marionette}}: If the Demon has a neighbour who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
** {{Good|Plague Doctor}} and {{Evil|Scarlet Woman}}: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
** {{Good|Plague Doctor}} and {{Evil|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
 
* The {{Evil|Marionette}} has six special rules:
** {{Evil|Marionette}} and {{Good|Balloonist}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Balloonist}}, +1 Outsider was added.
** {{Evil|Marionette}} and {{Good|Huntsman}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Huntsman}}, the {{Good|Damsel}} was added.
** {{Evil|Marionette}} and {{Good|Poppy Grower}}: When the {{Good|Poppy Grower}} dies, the Demon learns the {{Evil|Marionette}} but the {{Evil|Marionette}} learns nothing.
** {{Evil|Marionette}} and {{Good|Damsel}}: The {{Evil|Marionette}} does not learn that a {{Good|Damsel}} is in play.
** {{Evil|Marionette}} and {{Good|Snitch}}: The {{Evil|Marionette}} does not learn three not-in-play characters. The Demon learns an extra three instead.
** {{Evil|Marionette}} and {{Evil|Lil' Monsta}}: The {{Evil|Marionette}} neighbours a Minion, not the Demon. The {{Evil|Marionette}} is not woken to choose who takes the {{Evil|Lil' Monsta}} token, and does not learn they are the {{Evil|Marionette}} if they have the {{Evil|Lil' Monsta}} token.
 
* The {{Evil|Organ Grinder}} has two special rules:
** {{Evil|Organ Grinder}} and {{Good|Butler}}: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
 
* The {{Evil|Vizier}} has five special rules:
** {{Evil|Vizier}} and {{Good|Alchemist}}: If the {{Good|Alchemist}} has the {{Evil|Vizier}} ability, they may only choose to execute immediately if three or more players voted.
** {{Evil|Vizier}} and {{Good|Courtier}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Good|Investigator}}: If the {{Good|Investigator}} learns that the {{Evil|Vizier}} is in play, the existence of the {{Evil|Vizier}} is not announced by the Storyteller.
** {{Evil|Vizier}} and {{Good|Preacher}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
** {{Evil|Vizier}} and {{Evil|Fearmonger}}: The {{Evil|Vizier}} wakes with the {{Evil|Fearmonger}}, learns who they choose and cannot choose to execute that player.
 
* Additional special rules for minions and Minion characters:
** {{Evil|Baron}} and {{Good|Heretic}}: The {{Evil|Baron}} might only add one outsider, not two.
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
** {{Evil|Scarlet Woman}} and {{Evil|Al-Hadikhia}}: If there are two living {{Evil|Al-Hadikhia}}s, the Scarlet Woman {{Evil|Al-Hadikhia}} becomes the {{Evil|Scarlet Woman}} again.
** {{Evil|Mastermind}} and {{Evil|Lleech}}: If the {{Evil|Mastermind}} is alive and the {{Evil|Lleech}}'s host dies by execution, the {{Evil|Lleech}} lives but loses their ability.
 
* The {{Evil|Legion}} has 1 further special rule, in additional to the jinxes with {{Good|Preacher}} and {{Good|Engineer}}:
** {{Evil|Legion}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies and {{Evil|Legion}} is in play, nothing happens. If the {{Good|Hatter}} dies and an evil player chooses {{Evil|Legion}}, all current evil players become {{Evil|Legion}}.


* The Demon character {{Evil|Leviathan}} does not kill at night and causes the game to end at the end of day 5. It has nine special rules:
When bluffing as the Fool, there are a few things you should keep in mind:
** {{Evil|Leviathan}} and {{Good|Farmer}}: If {{Evil|Leviathan}} is in play and a {{Good|Farmer}} dies by execution, a good player becomes a {{Good|Farmer}} that night.
** {{Evil|Leviathan}} and {{Good|Innkeeper}}: If {{Evil|Leviathan}} nominates and executes a player the {{Good|Innkeeper}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
** {{Evil|Leviathan}} and {{Good|Monk}}: If {{Evil|Leviathan}} nominates and executes the player the {{Good|Monk}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Ravenkeeper}}: If {{Evil|Leviathan}} is in play and the {{Good|Ravenkeeper}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Sage}}: If {{Evil|Leviathan}} is in play and the {{Good|Sage}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** {{Evil|Leviathan}} and {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
** {{Evil|Leviathan}} and {{Evil|Pit-Hag}}: After day 5, the {{Evil|Pit-Hag}} cannot choose {{Evil|Leviathan}}.


* The {{Evil|Lil' Monsta}} has five special rules:
* If you are good, bluffing as the Fool can be incredibly useful! Characters such as the {{Good|Exorcist}}, {{Good|Chambermaid}}, {{Good|Courtier}}, {{Good|Innkeeper}} and others, all want the Demon to attack other players instead. Most Demon players will want to avoid attacking a Fool.  
** {{Evil|Lil' Monsta}} and {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the {{Evil|Lil' Monsta}} token.
** {{Evil|Lil' Monsta}} and {{Good|Hatter}}: If a Demon chooses {{Evil|Lil' Monsta}}, they also choose a Minion to become and babysit {{Evil|Lil' Monsta}} tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Organ Grinder}}: Votes for the {{Evil|Organ Grinder}} count if the {{Evil|Organ Grinder}} is babysitting {{Evil|Lil' Monsta}}.
** {{Evil|Lil' Monsta}} and {{Evil|Scarlet Woman}}: If there are five or more players alive and the player holding the {{Evil|Lil' Monsta}} token dies, the {{Evil|Scarlet Woman}} is given the {{Evil|Lil' Monsta}} token tonight.
** {{Evil|Lil' Monsta}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|Lil' Monsta}}.


* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
* If you are evil, the Fool is an easy bluff to have as a backup bluff if your initial bluff falls flat. You can even bluff as both the Fool and a different character! The evil team won't know which one you are! The Fool is such a great character for all good players to bluff as, that it makes it a super flexible and super easy character for evil players to bluff as. Go nuts.
** {{Evil|Lleech}} and {{Good|Slayer}}: If the {{Good|Slayer}} shoots the {{Evil|Lleech}}'s host, the host dies.
** {{Evil|Lleech}} and {{Good|Heretic}}: If the {{Evil|Lleech}} has poisoned the {{Good|Heretic}} then the {{Evil|Lleech}} dies, the {{Good|Heretic}} remains poisoned.


* The Demon character {{Evil|Riot}} has the most jinxes of all!
* If you are bluffing as the Fool publicly, foolish new players may try to execute you to 'prove' your identity. This strategy may seem useful, and it sometimes is, but most of the time, executing a real Fool simply de facto kills a good player the following night. Most Fools are at their best by attracting a Demon kill. If the players argue that you should be executed, argue back! The Fool's ability is best served at night.
** {{Evil|Riot}} and {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}: {{Evil|Riot}} registers as a Minion to the {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}
** {{Evil|Riot}} and {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}: Players that die by nomination register as executed to the {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}.
** If a {{Evil|Riot}} player nominates and kills...
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
*** {{Good|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} uses their ability tonight.
** If a {{Evil|Riot}} player nominates...
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** There are a further 6 special rules for {{Evil|Riot}} games:
***{{Evil|Riot}} and {{Good|Mayor}}: If the third day begins with just three players alive, the players may choose (as a group) not to nominate at all. If so (and a {{Good|Mayor}} is alive) the {{Good|Mayor}}'s team wins.
***{{Evil|Riot}} and {{Good|Butler}}: The {{Good|Butler}} cannot nominate their master.
***{{Evil|Riot}} and {{Good|Golem}}: If the {{Good|Golem}} nominates {{Evil|Riot}}, the {{Evil|Riot}} player does not die.
***{{Evil|Riot}} and {{Good|Saint}}: If a good player nominates and kills the {{Good|Saint}}, the {{Good|Saint}}'s team loses
***{{Evil|Riot}} and {{Good|Snitch}}: If the {{Good|Snitch}} is in play, each {{Evil|Riot}} player gets an extra three bluffs
***{{Evil|Riot}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies, {{Evil|Riot}} is in play and a {{Evil|Riot}} chooses a different Demon, a normal evil team is created from the {{Evil|Riot}} players. If the {{Good|Hatter}} dies and the Demon chooses {{Evil|Riot}}, Minions become {{Evil|Riot}} too.
This section will get updated as more characters are made available.


The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.
* If a {{Evil|Devil's Advocate}} is in play, they can simulate a Fool ability activating on execution. If protected by the {{Evil|Devil's Advocate}} you can survive that single execution... but you'll need to co-ordinate in order to get the timing right.


* If a fellow evil player is bluffing as the Fool, don't kill them! Even if you are the Demon, or a Minion such as the {{Evil|Assassin}} or the {{Evil|Godfather}}, it can often be useful to kill a Minion at night in order to convince the good team that they are good. However, if you do this to the Fool, it will have the opposite effect. Avoid killing evil fake Fools.
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[[Category:Fabled]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]

Latest revision as of 12:22, 8 April 2024

Icon fool.png Information

Type Townsfolk
Artist Anica Kelsen

"...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!"

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

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Summary

"The first time you die, you don't."

The Fool escapes death... once.

  • The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life.
  • If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.

How to Run

If the Fool would die, they remain alive. (But they die if they are drunk or poisoned.) If the Fool was executed, declare that the player was executed but remains alive. (Do not say why.)

Either way, the Fool loses their ability—mark them with the NO ABILITY reminder.

Examples

On the first day, the Fool is executed but remains alive. On the fourth day, the Fool is executed again. This time, they die.

The Demon attacks the Fool, who remains alive. Nobody dies that night. The next day, the Fool is executed by the Judge, and dies.

The Demon attacks the Fool, who is protected by the Tea Lady. The Fool remains alive and keeps their ability. Later, after the Tea Lady has died, the Demon attacks the Fool, who is now protected by the Innkeeper. The Fool remains alive and keeps their ability. Later, after the Innkeeper has died, the Demon attacks the Fool, who remains alive again but uses their ability, so next time they will die.

Tips & Tricks

  • The Fool is one of a few characters that can breathe a little easy in Bad Moon Rising, as their ability spares them (at least once) from the pile up of deaths. This doesn't mean that you should rest on your laurels, however - a proactive Fool can drive the evil team mad with bluffs, protecting their good teammates, and wasting a precious demon kill with their power. Who will get the last laugh? That's up to you!
  • Your ability keeps you safe from death... once. You can lean on this to guarantee your long term survival throughout the game, but another option is to get the demon to target you deliberately with bluffs. Claim to be an Exorcist or a Courtier, and inexperienced demons may just take aim at you in a panic, wasting their kill for that night. This is also an effective strategy against a Po or Shabaloth, both demons who win by slaughtering the town as quickly as possible. If they choose you, that's both you and another good player who may have died standing the next day!
  • Your ability is more useful if it triggers at night, blocking a demon's kill or other reckless deaths. Just because you are safe from execution doesn't mean that you should be rushing to the gallows!
  • If you are really coming under suspicion from the good team, you can prove yourself by being executed. Since you will fail to die, this is a pretty decent indicator you are who you claim you are. This is effectively giving up your night protection to give the good team peace of mind, and is not definitive proof (savvy players will point out that a well-timed Devil's Advocate's action achieves the same effect), but your willingness to sacrifice yourself may sway the hearts of the town... and hopefully get an overzealous Exorcist or Chambermaid off your back.
  • Try to deduce when you have been targeted at night by tracking the patterns of deaths. For example, if you have seen two deaths every night for the entire game, and then suddenly there's one death instead... it's possible that a Shabaloth tried to munch you and you got away by the seat of your pants. Knowing when you might be vulnerable allows you to adjust your strategies to become more or less of a target as feels necessary.
  • If you have the trust of a good player who would really prefer not to die at night, you can take over claiming to be their character. For example, a Pacifist might want people to know they're in play, but not expose themselves to the demon... so you can claim on their behalf instead! If the demon hits you, the Pacifist lives for another day!
  • If you die early or unexpectedly, you should be on the lookout for an Assassin or Pukka. The Assassin will be able to bypass your protection and kill you, while the Pukka poisons you, causing it to simply malfunction. Both of these are deadly characters, and knowing they are in play early can be a huge boon for the good team, even if it came at the expense of your death. (Note: You should also rule out that you were targeted by a Sailor, which is less deadly to the good team, but still could be why you died when you thought your protection was still active).
  • You can still be protected by other means - the Tea Lady, Innkeeper, Pacifist and even Devil's Advocate can also spare you from death. If you get lucky and gain any extra protection on top of your own power, take advantage! Taunt the evil team a bit! What could go wrong?

Bluffing as the Fool

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

  • If you are good, bluffing as the Fool can be incredibly useful! Characters such as the Exorcist, Chambermaid, Courtier, Innkeeper and others, all want the Demon to attack other players instead. Most Demon players will want to avoid attacking a Fool.
  • If you are evil, the Fool is an easy bluff to have as a backup bluff if your initial bluff falls flat. You can even bluff as both the Fool and a different character! The evil team won't know which one you are! The Fool is such a great character for all good players to bluff as, that it makes it a super flexible and super easy character for evil players to bluff as. Go nuts.
  • If you are bluffing as the Fool publicly, foolish new players may try to execute you to 'prove' your identity. This strategy may seem useful, and it sometimes is, but most of the time, executing a real Fool simply de facto kills a good player the following night. Most Fools are at their best by attracting a Demon kill. If the players argue that you should be executed, argue back! The Fool's ability is best served at night.
  • If a Devil's Advocate is in play, they can simulate a Fool ability activating on execution. If protected by the Devil's Advocate you can survive that single execution... but you'll need to co-ordinate in order to get the timing right.
  • If a fellow evil player is bluffing as the Fool, don't kill them! Even if you are the Demon, or a Minion such as the Assassin or the Godfather, it can often be useful to kill a Minion at night in order to convince the good team that they are good. However, if you do this to the Fool, it will have the opposite effect. Avoid killing evil fake Fools.