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Tinker and Mayor: Difference between pages

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


[[File:icon_tinker.png|250px]]
[[File:icon_mayor.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>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px]]
[[File:logo_trouble_brewing.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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</div>
</div>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You might die at any time."
"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead."


The Tinker can die at any time, for no reason.
The Mayor can win by peaceful means on the final day.
* The Storyteller may kill the Tinker at any time.
* To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died.
* The Tinker cannot die from their ability while protected from death, as normal.
* If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins.
* Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions.
* Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player.
* If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
 
During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character '''dies''' instead—put the Demon's '''DEAD''' reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.
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.'')
 
<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.
</div>
</div>
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<div class='example'>
<div class='example'>
During the night, the Tinker dies, even though the Demon attacked a different player.
The {{Evil|Imp}} attacks the Mayor. The Storyteller chooses that the {{Good|Ravenkeeper}} dies instead.
</div>
</div>


<div class='example'>
<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.
There are three players alive. There are no nominations for execution today. Good wins.
</div>
</div>


<div class='example'>
<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.
There are five players alive, including two Travellers. Both Travellers are exiled, and the vote is tied between the remaining players. Because a tied vote means neither player is executed, good wins.
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== Tips & Tricks ==
== 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!
* Your power activates on the final day, when just three players are alive. You may not know who the Demon is, but you can definitely win by not executing. Do whatever you can to convince the group that you are the Mayor. Everything. If the good team believes you, they will either not nominate anybody, or will deliberately tie votes so that no execution occurs.
 
* It is often best not to reveal that you are the Mayor until late in the game. If you reveal early, the Demon may spend night after night trying to kill you, and the Storyteller may let that attempt succeed.


* 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}}.
* You might want to tell people that you're the Mayor. Winning the game with your ability requires trust from your fellow players, and being open and honest is a fine way to acheive that trust.


* 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.
* When a character that's an unlikely target for the Demon to pick dies at night, such as the {{Good|Butler}}, this may be an indication that you were attacked instead. When convincing other players that you are the Mayor, you can use this as evidence.


* 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?)
* Once the Demon attacks you and somebody else dies, they will know for sure that you are the Mayor. At the very beginning of each morning, if a particular player looks surprised and confused, they are likely to be the Demon!


* Seriously though, be nice to the Storyteller. Most Storytellers will accept firstborns in exchange for leniency.
* If you intend to use your ability to win the game by not executing, do everything you can to make sure you are not actually the {{Good|Drunk}}. Spend the game listening to other players, and verifying that any Outsiders are actually Outsiders. If you think a {{Good|Drunk}} is in play, you will need to figure out who it is, because if it is you, and you don't execute on the final day, evil wins. Similarly, if the only other players alive are the {{Evil|Imp}} and the {{Evil|Poisoner}}, then you will certainly be poisoned. You will need to make sure that the {{Evil|Poisoner}} is dead before using your Mayor ability.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Tinker ==
== Bluffing as the Mayor ==
 
When bluffing as the Mayor, there are a few things you should keep in mind:
 
* The Mayor would never wake at night. You would never learn if you were targeted and caused another player to die instead.


When bluffing as the Tinker, there are a few things you should keep in mind:
* The Mayor has a good reason to survive at night, which you can use to explain your longevity as other players die. This makes it a great bluff for a Demon in particular.


* 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.  
* Come out to a few players in private early on in the game, so that when you eventually reveal you have some backup that you're not just coming out with this claim out of nowhere.


* 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 Mayor is a fantastic fallback if another bluff doesn't work out. Coming out on the final day as the Mayor who was "in hiding" can alleviate suspicion that you may have come under if your {{Good|Fortune Teller}} information wasn't adding up.


* 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.
* Deliberately setting up a kill of a character that isn't 'optimal' can be used as evidence for a Mayor being in play. For example, you can target a {{Good|Recluse}}, or a {{Good|Washerwoman}} who has already given their information; both are normally low priority for the Demon, and so you can argue that this was a redirected kill from your ability.


* 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.
* As a good player, bluffing as the Mayor can get the Demon to target you, since they will either suspect you are a more powerful character bluffing as the Mayor to survive, or they just want to confirm the existence of a Mayor overall.


* 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.
* Good players are more likely to risk winning with the Mayor if they have no better leads. Coordinate with your evil team to keep confusion high so that on the final day, good does not feel like they have a clear path to victory.


* If you are nominated on the final day, don't despair! Unlike a regular bluff where you must beat the votes against you, a Mayor can call for the town to tie the vote instead, since that will cause no execution, allowing the Mayor ability to activate normally.
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[[Category:Bad Moon Rising]]
[[Category:Trouble Brewing]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Latest revision as of 23:27, 25 April 2024

Icon mayor.png Information

Type Townsfolk
Artist Aidan Roberts

"We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead."

The Mayor can win by peaceful means on the final day.

  • To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died.
  • If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins.
  • Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions.
  • Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player.
  • If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.

How to Run

During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character dies instead—put the Demon's DEAD reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.

Examples

The Imp attacks the Mayor. The Storyteller chooses that the Ravenkeeper dies instead.

There are three players alive. There are no nominations for execution today. Good wins.

There are five players alive, including two Travellers. Both Travellers are exiled, and the vote is tied between the remaining players. Because a tied vote means neither player is executed, good wins.

Tips & Tricks

  • Your power activates on the final day, when just three players are alive. You may not know who the Demon is, but you can definitely win by not executing. Do whatever you can to convince the group that you are the Mayor. Everything. If the good team believes you, they will either not nominate anybody, or will deliberately tie votes so that no execution occurs.
  • It is often best not to reveal that you are the Mayor until late in the game. If you reveal early, the Demon may spend night after night trying to kill you, and the Storyteller may let that attempt succeed.
  • You might want to tell people that you're the Mayor. Winning the game with your ability requires trust from your fellow players, and being open and honest is a fine way to acheive that trust.
  • When a character that's an unlikely target for the Demon to pick dies at night, such as the Butler, this may be an indication that you were attacked instead. When convincing other players that you are the Mayor, you can use this as evidence.
  • Once the Demon attacks you and somebody else dies, they will know for sure that you are the Mayor. At the very beginning of each morning, if a particular player looks surprised and confused, they are likely to be the Demon!
  • If you intend to use your ability to win the game by not executing, do everything you can to make sure you are not actually the Drunk. Spend the game listening to other players, and verifying that any Outsiders are actually Outsiders. If you think a Drunk is in play, you will need to figure out who it is, because if it is you, and you don't execute on the final day, evil wins. Similarly, if the only other players alive are the Imp and the Poisoner, then you will certainly be poisoned. You will need to make sure that the Poisoner is dead before using your Mayor ability.

Bluffing as the Mayor

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

  • The Mayor would never wake at night. You would never learn if you were targeted and caused another player to die instead.
  • The Mayor has a good reason to survive at night, which you can use to explain your longevity as other players die. This makes it a great bluff for a Demon in particular.
  • Come out to a few players in private early on in the game, so that when you eventually reveal you have some backup that you're not just coming out with this claim out of nowhere.
  • The Mayor is a fantastic fallback if another bluff doesn't work out. Coming out on the final day as the Mayor who was "in hiding" can alleviate suspicion that you may have come under if your Fortune Teller information wasn't adding up.
  • Deliberately setting up a kill of a character that isn't 'optimal' can be used as evidence for a Mayor being in play. For example, you can target a Recluse, or a Washerwoman who has already given their information; both are normally low priority for the Demon, and so you can argue that this was a redirected kill from your ability.
  • As a good player, bluffing as the Mayor can get the Demon to target you, since they will either suspect you are a more powerful character bluffing as the Mayor to survive, or they just want to confirm the existence of a Mayor overall.
  • Good players are more likely to risk winning with the Mayor if they have no better leads. Coordinate with your evil team to keep confusion high so that on the final day, good does not feel like they have a clear path to victory.
  • If you are nominated on the final day, don't despair! Unlike a regular bluff where you must beat the votes against you, a Mayor can call for the town to tie the vote instead, since that will cause no execution, allowing the Mayor ability to activate normally.