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Puzzlemaster and Psychopath: Difference between pages

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


[[File:icon_puzzlemaster.png|250px]]
[[File:icon_psychopath.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#Minion|Minion]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Caitlin Murphy</td>
<td>John Grist</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>23/09/2021</td>
<td>18/11/2021</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse '''just''' and '''should''' with '''is''' and '''isn’t'''."</p>
<p class='flavour'>"Surprise!"</p>


<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;">Character Showcase</span>
<youtube>YwOK_zZ4Eo0</youtube>
<youtube>av9gstmXl4I</youtube>


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== Summary ==
== Summary ==
"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."
"Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo."


The Puzzlemaster tries to figure out who is drunk.
The Psychopath kills in broad daylight.
* A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk.
* During the day, if the Psychopath declares that they are the Psychopath and publicly chooses a player, that player dies. This can only be done once per day, and only before the Storyteller has called for nominations.
* Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead.
* The Psychopath does not need to use this ability if they don’t want to.
* The Puzzlemaster isn’t told if they guessed correctly or not.
* The Psychopath can be nominated and voted for normally. If the Psychopath is executed, they might not die. They play Roshambo (''Paper-Rock-Scissors'') with the player that nominated them. The nominator needs to win for the Psychopath to die. Drawing or losing means the Psychopath lives.
* Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count.
* If the Psychopath is executed, this still counts as the one execution for the day. No more players may be nominated or executed today.
* If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.
* If the Psychopath dies by other means, such as the Demon attacking them, they do not play Roshambo. They die.
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== How to Run ==
== How to Run ==
Once per day, before you have called for nominations, the Psychopath may publicly choose a player. That player '''dies'''.


While preparing the first night, mark any player with the
If the Psychopath is executed, the Psychopath and the nominator play a game of Roshambo. If the Psychopath loses, they '''die'''. If the Psychopath draws or wins, they live. Either way, the day ends, since there is only one execution per day.
Puzzlemaster’s '''DRUNK''' reminder. This player is '''drunk'''.


At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s '''DRUNK''' reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s '''DRUNK''' reminder, privately tell the Puzzlemaster the name of a non-Demon player. (''Do not say if they guessed correctly or not.'') Either way, mark the Puzzlemaster with the '''GUESS USED''' reminder.
If the Psychopath is executed due to a self-nomination, then the Psychopath plays Roshambo with you instead.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.
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<div class='example'>
<div class='example'>
Alex is the Demon. Sarah is the {{Good|Empath}} who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.
The Psychopath chooses to kill the {{Good|Sailor}}. The {{Good|Sailor}} is sober, so does not die. The Psychopath may not use their ability again today.
</div>
</div>


<div class='example'>
<div class='example'>
Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the {{Good|Sailor}}. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.
The Psychopath has been nominated by the {{Good|Barber}}, and is executed. In Roshambo, the {{Good|Barber}} has rock and the Psychopath has rock, so the Psychopath lives. The next day, the {{Good|Saint}} nominates and executes the Psychopath. The {{Good|Saint}} has paper and the Psychopath has scissors, so the Psychopath lives. The next day, the {{Good|Barber}} nominates and executes the Psychopath again. The {{Good|Barber}} has rock and the Psychopath has scissors, so the Psychopath dies.  
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== Tips & Tricks ==
== Tips & Tricks ==


* You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.  
* Reveal yourself publicly on the first day, or as early as possible, and start killing immediately. Even if you kill players that are not ideal, like players that have already used their ability, it is still helpful. If the good team is executing a player per day, and you and the Demon are killing two players per "day", then you still have the advantage, regardless of which players are dying. The good team may want to execute you immediately, particularly in a large game, but if it takes them a few days to do so, it should still be worth it.
 
* Wait on revealing yourself until the perfect opportunity. Depending on the script, there may be some extremely dangerous Townsfolk in play. Sacrificing a day or three of activity might be worth it, to make a surprise attack on a particularly powerful character, such as the {{Good|Lycanthrope}}, {{Good|King}}, or the {{Good|Cult Leader}}. Even if you only kill this one player before you die, that could be enough to save the game for the evil team.


* You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.  
* Wait on revealing yourself until the very end of the game. If you can survive until the final three players, you can kill a player and win the game before the final day of nominations occur. Or, if there are four or five players alive, you can kill a player at that point, and force the good team to execute the Demon that day or face a loss that night.  


* Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.  
* Be aware that even though you are very powerful Minion, you have a significant downside - that the good team knows which player is a Minion. The good team knows one player that they don't need to execute to win the game. Also, characters that gain information about Minions can be particularly powerful, such as the {{Good|Noble}}, {{Good|Clockmaker}}, or {{Good|Balloonist}}.  


* Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the {{Good|Slayer}}, the good team may not need to know who you are until it is time for your ability to be used.  
* Kill yourself if necessary. Towards the end of the game, it is often more useful for you to be dead (and one step closer to evil winning due to just two players alive) than alive and known to not be the Demon. You can use your ability to die, or even publicly announce that you are willing to die by the Demon to achieve this end.


* Seek advice from the group on who you should choose. They may know something that you don't.  
* Gain as much information as you can while you are alive. Listen in on private conversations, pay attention to which good players are which characters, and which players are planning what. Talk to everyone. You don't even need to talk to your own evil team, but you can if you want. Even though you may be annoying to the good players, the more information you have will mean you know who to attack each day.


* Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.  
* Soak up some executions at the appropriate time. Early on in the game, it is usually best if the players are executing other players, since the chance of them executing the Demon is low. Later in the game, it is usually best if the good team is executing you, because the chance of otherwise executing the Demon is high. If you can convince the good players to execute you at the times when the Demon is suspicious, the odds favour you. If you can convince the good team to avoid executing you at the times when the Demon is trusted, then you gain the benefit of a good player executed and a good player dying due to the Psychopath each day.  


* If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the {{Good|Virgin}}, but does not die when nominated, of if a player claims to be the {{Good|Golem}}, but nobody dies when the {{Good|Golem}} nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.  
* When there are just four or five players alive, think carefully about who to attack. A savvy good team will realise that going to the night phase with a living Psychopath and just four players alive will mean certain doom the following day, when you attack a player before nominations.  


* Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.  
* Don't be afraid to die, but try to live as long as possible. In a large game, a lucky good team that executes the Psychopath on the first day has removed and confirmed a Minion with a lot of time to spare. This is not helpful, and not very fun for you.  


* When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.  
* You can never reveal that you are the Psychopath, and just wait to be executed. The roshambo part of your ability will still activate, even if the good team has no idea that you are the Psychopath. This wastes an execution for the day, and will still allow you to attack a player the following day. As long as you don't lose roshambo, of course.  


* If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.  
* If there are characters that swap the Demons on the script, it can sometimes be useful to obviously not use your ability during the day, even if the good team knows for a fact that you are the Psychopath. For example, if an {{Evil|Imp}}, {{Evil|Fang Gu}}, or {{Evil|Pit-Hag}} are on the script, you can trick the good team into executing you as they may think that you no longer have your ability.  


* You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the {{Good|Librarian}}. Treat yourself like the {{Good|Librarian}}, and contribute to the good team's pool of information.  
* Learn some Roshambo (Paper-Rock-Scissors) psychology. Unlike normal, you don't need to win. Either winning or drawing is ok for you. Instead of trying to figure out what your roshambo opponent is going to do (a one in three chance), all you need to do is figure out what they are not going to do (a two in three chance). If you think they are not going to guess rock, guess scissors. If you think they are not going to guess scissors, guess paper. If you think that they are not going to guess paper, guess rock.  


* Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.  
* Every so often, kill an evil player. If the good team correctly assumes that you only kill good players, that is giving them too much information. Killing an evil player to make them look good might be worth it.
 
* An evil player can nominate you, and deliberately lose roshambo. However, if the good team knows this, then they can just execute that evil player the following day. This is sometimes, but rarely, worth it.  
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== Bluffing as the Puzzlemaster ==
== Fighting the Psychopath ==
 
When bluffing as the Puzzlemaster, there are a few things you should keep in mind:
 
* The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the {{Good|Librarian}} for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you ''could'' be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
 
* The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.


* The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.
* Until the Psychopath reveals who they are and uses their ability, there is little you can do to fight the Psychopath. You won't know that the Psychopath is in play until their execution fails, and at that time you can formulate a strategy on how to deal with them.  


* If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying {{Good|Mayor}} or {{Good|Sailor}}!
* Once a Psychopath has revealed themselves, consider executing them as soon as possible. Nominate and execute them every day until the Psychopath gets unlucky with Roshambo and dies. This strategy is best in large games where the Psychopath has revealed early. It is worth spending a few days to remove them, so as to avoid the Psychopath killing three, four, five, or even more players.


* Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)
* Once a Psychopath has revealed themselves, consider executing them each day, for as long as you don't have a solid reason to kill another player. If you don't have a clue who the Demon is, it is best to just execute the Psychopath over and over and hope for the best. When the game gets to four, five, or six players alive, you can turn your attention to finding the Demon.


* A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)
* Once a Psychopath has revealed themselves, consider not executing them at all, if you have a clue or two on which player the Demon might be. It is usually best to take a shot at killing the Demon than wasting an execution on the Psychopath.


* The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!
* If the group's strategy is to kill the Psychopath, make sure you are unanimous in your voting each day. Flip-flopping about your strategy will only benefit the evil team.


* If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.
* If the group's strategy is to leave the Psychopath alive and find the Demon, stay quiet about your more powerful character abilities, so as to give the Psychopath as little information as possible. Talk to players you trust (or any players other that the Psychopath, really) and put your information together in secret. The Psychopath may wander in earshot of your conversations, so beware, and feel free to whisper. Or, to throw the Psychopath off the scent, if you are a character that doesn't mind dying, publicly bluff as characters the Psychopath would want to kill, such as the {{Good|Bounty Hunter}} or the {{Good|Fisherman}}. Or, if you are a character that definitely doesn't want to die, publicly bluff as a character that would be a poor Psychopath kill, such as the {{Good|Chef}} or the {{Good|Snitch}}.


* If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.
* When nominations are called, get in early to nominate the Psychopath. If the nomination is successful, it will be you who plays Roshambo with the Psychopath, and you know that you are good. Be suspicious of other players who jump in with too much eagerness to nominate the Psychopath, as they may be evil players nominating the Psychopath, with the intent to deliberately lose Roshambo.  


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Minions]]

Latest revision as of 11:55, 26 March 2024

Icon psychopath.png Information

Type Minion
Artist John Grist
Revealed 18/11/2021

"Surprise!"

Character Showcase

Summary

"Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo."

The Psychopath kills in broad daylight.

  • During the day, if the Psychopath declares that they are the Psychopath and publicly chooses a player, that player dies. This can only be done once per day, and only before the Storyteller has called for nominations.
  • The Psychopath does not need to use this ability if they don’t want to.
  • The Psychopath can be nominated and voted for normally. If the Psychopath is executed, they might not die. They play Roshambo (Paper-Rock-Scissors) with the player that nominated them. The nominator needs to win for the Psychopath to die. Drawing or losing means the Psychopath lives.
  • If the Psychopath is executed, this still counts as the one execution for the day. No more players may be nominated or executed today.
  • If the Psychopath dies by other means, such as the Demon attacking them, they do not play Roshambo. They die.

How to Run

Once per day, before you have called for nominations, the Psychopath may publicly choose a player. That player dies.

If the Psychopath is executed, the Psychopath and the nominator play a game of Roshambo. If the Psychopath loses, they die. If the Psychopath draws or wins, they live. Either way, the day ends, since there is only one execution per day.

If the Psychopath is executed due to a self-nomination, then the Psychopath plays Roshambo with you instead.

Examples

The Psychopath chooses to kill the Sailor. The Sailor is sober, so does not die. The Psychopath may not use their ability again today.

The Psychopath has been nominated by the Barber, and is executed. In Roshambo, the Barber has rock and the Psychopath has rock, so the Psychopath lives. The next day, the Saint nominates and executes the Psychopath. The Saint has paper and the Psychopath has scissors, so the Psychopath lives. The next day, the Barber nominates and executes the Psychopath again. The Barber has rock and the Psychopath has scissors, so the Psychopath dies.

Tips & Tricks

  • Reveal yourself publicly on the first day, or as early as possible, and start killing immediately. Even if you kill players that are not ideal, like players that have already used their ability, it is still helpful. If the good team is executing a player per day, and you and the Demon are killing two players per "day", then you still have the advantage, regardless of which players are dying. The good team may want to execute you immediately, particularly in a large game, but if it takes them a few days to do so, it should still be worth it.
  • Wait on revealing yourself until the perfect opportunity. Depending on the script, there may be some extremely dangerous Townsfolk in play. Sacrificing a day or three of activity might be worth it, to make a surprise attack on a particularly powerful character, such as the Lycanthrope, King, or the Cult Leader. Even if you only kill this one player before you die, that could be enough to save the game for the evil team.
  • Wait on revealing yourself until the very end of the game. If you can survive until the final three players, you can kill a player and win the game before the final day of nominations occur. Or, if there are four or five players alive, you can kill a player at that point, and force the good team to execute the Demon that day or face a loss that night.
  • Be aware that even though you are very powerful Minion, you have a significant downside - that the good team knows which player is a Minion. The good team knows one player that they don't need to execute to win the game. Also, characters that gain information about Minions can be particularly powerful, such as the Noble, Clockmaker, or Balloonist.
  • Kill yourself if necessary. Towards the end of the game, it is often more useful for you to be dead (and one step closer to evil winning due to just two players alive) than alive and known to not be the Demon. You can use your ability to die, or even publicly announce that you are willing to die by the Demon to achieve this end.
  • Gain as much information as you can while you are alive. Listen in on private conversations, pay attention to which good players are which characters, and which players are planning what. Talk to everyone. You don't even need to talk to your own evil team, but you can if you want. Even though you may be annoying to the good players, the more information you have will mean you know who to attack each day.
  • Soak up some executions at the appropriate time. Early on in the game, it is usually best if the players are executing other players, since the chance of them executing the Demon is low. Later in the game, it is usually best if the good team is executing you, because the chance of otherwise executing the Demon is high. If you can convince the good players to execute you at the times when the Demon is suspicious, the odds favour you. If you can convince the good team to avoid executing you at the times when the Demon is trusted, then you gain the benefit of a good player executed and a good player dying due to the Psychopath each day.
  • When there are just four or five players alive, think carefully about who to attack. A savvy good team will realise that going to the night phase with a living Psychopath and just four players alive will mean certain doom the following day, when you attack a player before nominations.
  • Don't be afraid to die, but try to live as long as possible. In a large game, a lucky good team that executes the Psychopath on the first day has removed and confirmed a Minion with a lot of time to spare. This is not helpful, and not very fun for you.
  • You can never reveal that you are the Psychopath, and just wait to be executed. The roshambo part of your ability will still activate, even if the good team has no idea that you are the Psychopath. This wastes an execution for the day, and will still allow you to attack a player the following day. As long as you don't lose roshambo, of course.
  • If there are characters that swap the Demons on the script, it can sometimes be useful to obviously not use your ability during the day, even if the good team knows for a fact that you are the Psychopath. For example, if an Imp, Fang Gu, or Pit-Hag are on the script, you can trick the good team into executing you as they may think that you no longer have your ability.
  • Learn some Roshambo (Paper-Rock-Scissors) psychology. Unlike normal, you don't need to win. Either winning or drawing is ok for you. Instead of trying to figure out what your roshambo opponent is going to do (a one in three chance), all you need to do is figure out what they are not going to do (a two in three chance). If you think they are not going to guess rock, guess scissors. If you think they are not going to guess scissors, guess paper. If you think that they are not going to guess paper, guess rock.
  • Every so often, kill an evil player. If the good team correctly assumes that you only kill good players, that is giving them too much information. Killing an evil player to make them look good might be worth it.
  • An evil player can nominate you, and deliberately lose roshambo. However, if the good team knows this, then they can just execute that evil player the following day. This is sometimes, but rarely, worth it.

Fighting the Psychopath

  • Until the Psychopath reveals who they are and uses their ability, there is little you can do to fight the Psychopath. You won't know that the Psychopath is in play until their execution fails, and at that time you can formulate a strategy on how to deal with them.
  • Once a Psychopath has revealed themselves, consider executing them as soon as possible. Nominate and execute them every day until the Psychopath gets unlucky with Roshambo and dies. This strategy is best in large games where the Psychopath has revealed early. It is worth spending a few days to remove them, so as to avoid the Psychopath killing three, four, five, or even more players.
  • Once a Psychopath has revealed themselves, consider executing them each day, for as long as you don't have a solid reason to kill another player. If you don't have a clue who the Demon is, it is best to just execute the Psychopath over and over and hope for the best. When the game gets to four, five, or six players alive, you can turn your attention to finding the Demon.
  • Once a Psychopath has revealed themselves, consider not executing them at all, if you have a clue or two on which player the Demon might be. It is usually best to take a shot at killing the Demon than wasting an execution on the Psychopath.
  • If the group's strategy is to kill the Psychopath, make sure you are unanimous in your voting each day. Flip-flopping about your strategy will only benefit the evil team.
  • If the group's strategy is to leave the Psychopath alive and find the Demon, stay quiet about your more powerful character abilities, so as to give the Psychopath as little information as possible. Talk to players you trust (or any players other that the Psychopath, really) and put your information together in secret. The Psychopath may wander in earshot of your conversations, so beware, and feel free to whisper. Or, to throw the Psychopath off the scent, if you are a character that doesn't mind dying, publicly bluff as characters the Psychopath would want to kill, such as the Bounty Hunter or the Fisherman. Or, if you are a character that definitely doesn't want to die, publicly bluff as a character that would be a poor Psychopath kill, such as the Chef or the Snitch.
  • When nominations are called, get in early to nominate the Psychopath. If the nomination is successful, it will be you who plays Roshambo with the Psychopath, and you know that you are good. Be suspicious of other players who jump in with too much eagerness to nominate the Psychopath, as they may be evil players nominating the Psychopath, with the intent to deliberately lose Roshambo.