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Magician and Tinker: Difference between pages

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[[File:icon_magician.png|250px]]
[[File:icon_tinker.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#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour' style="font-size: 15px">"1... 2... Abra... 3... 4... Cadabra... *poof!*<br>
<p class='flavour'>"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."</p>
                And, as you can see, ladies and gentlemen, Captain Farnsworth’s bag of gold has disappeared! Gone! Without a trace! Thank you, and goodnight!"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>tA1Kv1322f0</youtube>
<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/52803977/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-4-31%2F268894987-44100-2-69fe9ce275258.m4a">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"The Demon thinks you are a Minion. Minions think you are a Demon."
"You might die at any time."


The Magician confuses the evil players about who is evil and who isn’t.
The Tinker can die at any time, for no reason.
* On the first night, instead of learning which player is the Demon, the Minions are told that both players—the Demon and the Magician—are the Demon.
* The Storyteller may kill the Tinker at any time.
* On the first night, the Demon learns that the Magician player is one of its Minions.
* The Tinker cannot die from their ability while protected from death, as normal.
* The Magician does not wake to learn anything.
* The Storyteller can point to the Magician and the evil players in any order, so that the evil players won’t know which player is the Magician.
* If the Poppy Grower dies and the Demon and Minions learn who each other are mid-game, the Magician ability has an effect that night, just as if it was the first night.
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== How to Run ==
== How to Run ==


During the first night, wake the Minions. Show them the '''THIS IS THE DEMON''' info token, then point to the Demon and the Magician. Put the Minions to sleep.
At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the '''DEAD''' reminder and wait until dawn to declare which players died during the night. (''Do not say how.'')


During the first night, wake the Demon. Show the '''THESE ARE YOUR MINIONS''' info token, then point to all Minions and the Magician. Show the ''THESE CHRACTERS ARE NOT IN PLAY''' info token and three character tokens. Put the Demon to sleep. Do this instead of the normal Minion Info and Demon Info steps.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.
<hr />
You can choose to never kill the Tinker. This makes the Tinker look really suspicious.
<hr />
We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.
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<div class='example'>
<div class='example'>
The Minions wake to learn that either the {{Evil|Leviathan}} player or the Magician player is the Demon. The {{Evil|Leviathan}} player learns that the {{Evil|Fearmonger}} player, the {{Evil|Assassin}} player, and the Magician player are the Minions.
During the night, the Tinker dies, even though the Demon attacked a different player.
</div>
 
<div class='example'>
The {{Good|Tea Lady}} sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.
</div>
 
<div class='example'>
The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the {{Good|Innkeeper}}. Later that night, the {{Good|Innkeeper}} dies, so the Storyteller chooses to kill the Tinker too.
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== Tips & Tricks ==
== Tips & Tricks ==


* Look as evil as you can. Make poor decisions on who to nominate. Vote haphazardly. Say that trustworthy players are untrustworthy, or vice versa. The evil players think that you might be evil, so if you act more evil than the others, they may believe that you are the evil player, and the Magician is elsewhere.
* The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!
 
* Evil players that believe that you are evil will tend to keep you alive. The Minions think that you might be the Demon. If you are nominated, pay attention to who doesn't vote for you, or who seems afraid to vote for you. You may have found some Minions.


* Choose a different character to bluff as, or stay silent about who you are for as long as possible. If the evil team learns that you are the Magician, the Minions will learn who the real Demon is and the Demon will learn who the real Minions are - this won't end the game, but it would mean that your ability no longer causes any disruption to the evil team.  
* Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily {{Evil|Assassin}}), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the {{Good|Exorcist}}, you might die instead to create the impression of the demon still acting. If the {{Good|Exorcist}} player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a {{Evil|Shabaloth}}, when the demon is in fact a {{Evil|Pukka}}.


* If you can find a confirmed good player, such as the {{Good|Virgin}} or the {{Good|Slayer}}, or an almost confirmed good player, such as the only Outsider in a one-Outsider game, tell them that you are the Magician. You need to stay alive as long as possible, and having at least one good player (plus several evil players) who don't want to execute you will help this.
* Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you ''must'' be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.


* Stay alive as long as possible. Don't get executed. The Demon probably won't kill you at night, because they think that you are a Minion, so staying alive is up to you and the good team. The longer you are alive, the more your ability has an effect.
* The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually ''seem'' random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose ''not'' to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)


* When you think that the jig is up, that the evil team have figured out that you are the Magician, tell the whole group who you are. Like the {{Good|Lunatic}}, it is not expected that the ruse will last for the entire game. If the evil team knows who you are, you've got nothing to lose by revealing yourself.
* Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.
 
* Watch people's body language and eye contact. Listen to hints and subtext in people's words. It is likely that the Minions (and possibly the Demon) will approach you to make eye contact with a "knowing look" or a hint that they think you are evil. The evil team will be trying to figure out who each other are, and you are a candidate. If someone gives you a knowing look, or winks, wink back. If someone approaches you and you find the conversation to be unusual or confusing, hinting that you are evil to them without actually saying it, may go someway towards convincing them that you are evil.
 
* The ideal goal of the Magician is to trick the evil players into believing that the Magician is in fact evil, and telling the Magician who the other evil players are. The more realistic goal of the Magician is to confuse the evil team for long enough so that they accidentally kill each other, or at least take a few days to be able to begin coordinating. If you are the Magician, you won't get a lot of feedback as to whether your plan is working or not. Be patient, hope for the best, and don't get too distraught if you feel like you are not having an effect - you probably are.
 
* If you die at night, the Demon has either figured out that you are the Magician, or has deliberately killed a player that they thought could be a Minion. If this happens, pay attention to who died the previous night, and the subsequent night. The Demon may be killing all of the possible Minions, just to find out who is who. Once you are dead, the Minions will know you are not the Demon, but the Demon won't know that you are not a Minion. If you die, pay attention to which players talk together in private - they may be Minions telling the Demon that they know who the evil players are now.
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== Bluffing as the Magician ==
== Bluffing as the Tinker ==
 
When bluffing as the Tinker, there are a few things you should keep in mind:


When bluffing as the Magician, there are a few things you should keep in mind:
* Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the {{Evil|Zombuul}}, or if you are a Demon with a {{Evil|Mastermind}} in play, feel free to die (preferably at night), to make your bluff seem legitimate.


* If you are an evil character bluffing as a character that is bluffing that they are evil, then you are going to have your work cut out for you. The real Magician wouldn't say that they are the Magician early in the game, so either bluff as a different character first, or stay silent about being the Magician for a while. You'll need to look shady to some degree for at least a day or two.  
* If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the {{Good|Gambler}}, {{Good|Gossip}}, or {{Good|Grandmother}}.


* The big decision for bluffing as the Magician is choosing when and how to come out as the Magician. Telling everyone that you are the Magician only when nominated might work, but it is risky. Telling everyone that you are Magician after some weird event - like a mistrusted player dying at night, or all players voting for a trusted player, or some grand new piece of information from another player - is the best point. If you can craft a story as to why now is the best time to come out to the group as the Magician, and incorporate this new event, that makes sense.  
* If you stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.


* Come out as the Magician late in the game. Your excuse can be "the evil team probably knows that I am the Magician by now".  
* The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.


* Deliberately choosing to bluff as a particular character, deliberately making your information suspicious and making yourself look evil, then coming out as the Magician, is one strategy. It is easier to keep the Magician bluff as a backup bluff, just in case your original bluff fails, but to bluff that original character as well as possible. Even bluffing two or three characters, seeing if any of them work, and keeping the Magician as a backup bluff could work. Magician are tricksy.  
* If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.


* If you are a Minion and you know that a Magician is in play, if you publicly bluff as the Magician, the real Magician may also reveal themselves. If the evil team knowing which player is the Demon is worth a the good team executing one Minion player and the Magician (and the Magician knowing for certain that you are evil), then you may want to try this.
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[[Category:Experimental Characters]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 15:35, 2 April 2023

Icon tinker.png Information

Type Outsider
Artist Aidan Roberts

"I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment..."

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

"You might die at any time."

The Tinker can die at any time, for no reason.

  • The Storyteller may kill the Tinker at any time.
  • The Tinker cannot die from their ability while protected from death, as normal.

How to Run

At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the DEAD reminder and wait until dawn to declare which players died during the night. (Do not say how.)

While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.


You can choose to never kill the Tinker. This makes the Tinker look really suspicious.


We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.

Examples

During the night, the Tinker dies, even though the Demon attacked a different player.

The Tea Lady sits next to the Tinker and another good player, protecting the Tinker from death. The Tinker cannot die from their ability.

The Tinker is attacked by the Demon. The Tinker does not die because they are protected by the Innkeeper. Later that night, the Innkeeper dies, so the Storyteller chooses to kill the Tinker too.

Tips & Tricks

  • The Storyteller holds your life in their hands and can snuff it out in an instant! Do not underestimate the petty tyranny that this power trip creates - don't give them a reason to kill you at a terribly inopportune time for the good team!
  • Reveal you're the Tinker after you die, particularly if you die at night. While you can be targeted by the demon (or a wily Assassin), the Storyteller can kill you at any time, and may have knocked you off at night to bolster the evil team. For example, if the demon has been blocked by the Exorcist, you might die instead to create the impression of the demon still acting. If the Exorcist player knows this, they can decide to block the same player again, as opposed to writing them off as not the demon. Your death can also create the impression of different demons - for example, your extra death could point to the existence of a Shabaloth, when the demon is in fact a Pukka.
  • Rarely, you will drop dead publicly - an unfortunate accident witnessed by all of the townsfolk. While this unexpected death might seem like a bummer, consider this upside - as a ghost, the whole town knows that you must be the Tinker, and therefore are good and can be trusted! Nobody else can die publicly during the day outside of an execution. Take advantage of this knowledge to get chatting to those who remain, and aid the town after death.
  • The Storyteller is always striving to create a balanced game where both good and evil have an equal chance of winning. This means that even though your death will usually seem random, it's probably serving some greater cosmic purpose. This also means that it is information if they choose not to kill you, especially as the town whittles down to three players remaining. If you remain standing close to the end of the game, start to think about why the Storyteller couldn't risk killing you off. Are you among the few good players left alive? (Or are they just screwing with you because they know you expect to die?)
  • Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.

Bluffing as the Tinker

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

  • Bluffing as the Tinker is easy...right up until the group starts to question why you are still alive. Aid your bluff by dying, if possible. If you are a Minion, or if you are the Zombuul, or if you are a Demon with a Mastermind in play, feel free to die (preferably at night), to make your bluff seem legitimate.
  • If you die at night, blame your "ability" to confuse the group. If the group believes that you died due to the Tinker ability, then they will remain unsure of which Demon is in play, and which other death-causing characters are in play too, such as the Gambler, Gossip, or Grandmother.
  • If you stay alive for a long time, simply claim that the Storyteller is deliberately not killing you, so as to make it look like you are not the Tinker. Storytellers are sometimes nasty like this. They think it's "fun". They are correct.
  • The Storyteller will run a balanced game, which means that when just 3 players are left alive, the Tinker would not be randomly killed by the Storyteller just to give evil the win. You can use this information to your advantage, by telling the group to keep you alive as the game comes to an end.
  • If you are bluffing as the Tinker, and the real Tinker starts giving you funny looks, it is probably best to change your bluff. If the Storyteller kills the real Tinker in the day time, which they might (but shouldn't), then that will confirm that they are indeed the Tinker, and you are lying. Have a backup plan at the ready.