▲ 18 r/ClocktowerCircleJerk+1 crossposts

Screwball (Outsider): If a good player dies by execution day 1, the Demon is drunk til dawn. [True players don’t wake night 1.]

EDIT-"Characters," not "players"

**DISCLAIMER** Okay, right off the bat I wanna say that I have introduced a term that is not from TPI just because I didn't know how else to word this character with the intentions behind it. If you can help me better word this to avoid that, it would be helpful.    

“True” here means a character that is sober, healthy, and actually the character that they see on the token they received. So a character that is drunk or The Drunk or Lunatic, Marionette, would not be considered “True.”

Screwball (Outsider): If a good player dies by execution day 1, the Demon is drunk til dawn. [True characters don’t wake night 1]

The Screwball shakes up the game by getting rid of the first night. The Demon and Minions do not know each other and cannot start coordinating. The trade off being that good has no information and might have to out their character. If a good player does not die to execution on the first day, the Demon can start killing Night 2. If a Good player dies to execution Day 1, the Demon is drunk until Dawn.    

Evil team would not know who else is evil until Night 2 and the Demon would not learn bluffs until Night 2.   

Characters that would normally receive information or make a choice, do so on Night 2 but do not start off the game with that knowledge. So a Washerwoman or Investigator would not learn their pings until after the first day is over. A Grandmother would learn their grandchild after Day 1. Fortune Teller and an Assassin may not make a choice until Night 2.      

Characters don’t get to use their abilities twice come the second night. Functionally all characters do not have an ability on Night 1 and do not gain info from Night 1. All Characters would operate as if they are a new instance of that character. A Dreamer and Sailor would still only get to choose one player. A Widow would choose that night and their ping would go out that night to a good player. 

 If the Screwball is on the script, drunk and poisoned characters do not need to be woken up on Night 1 even if The Screwball is not in play. Alternatively, they can be woken up and told to perform their ability as usual as if there is no Screwball in play even if one is currently on the Grim.

A Drunk or Poisoned Demon would still get accurate bluffs. 

How to Run: If the Screwball is in the bag pass out tokens and place them on the Grimoire appropriately. Have everyone close their eyes as if Night 1 is occurring. At this point you may decide Demon Bluffs or any Alchemist abilities, Grandchildren, Washerwoman pings etc. or you may hold them off until Night 2 if it’s your preference.  In either case you want to mimic that a Night 1 is happening.      

Wake everyone and announce that it is Day 1.     

If a good player is executed and dies, place the SCREWED reminder token on the Demon. That night wake the evil team and let them know who each other are. Wake the Demon and have them make a choice. Do not wake the player that died and activate their ability because they are no longer alive.     

CHARACTER INTENTIONS: The idea of the Screwball is that it disrupts evil and good alike at the start of the game. With a Screwball on the script, Evil can start on the backfoot as they do not have their bluffs. But also can make powerful townsfolk look suspicious if they do not want to be executed because their abilities haven’t gone off yet. Evils double claiming can work by falling back onto their bluff when it is finally revealed to them. If an evil decides to fall on the sword and be executed day one, the demon can simulate a night of no deaths and give that player some social cred.     

If a good powerful character is double claiming someone because they are trying to hide their character they may be pushed on by town and could potentially out their role which might prime them for poisoning or death in the night. 

CHARACTER SYNERGIES:    

Townsfolk:    

Many first night roles ironically might be willing to be sacrificed to the screwball to see if there will be a night of no deaths. Drunkbait like the Chef or Librarian might be very willing to fall on the screwball’s sword.     

Interesting with the Shugenja if one of their neighbors is sacrificed to the Screwball, it gives them more information Night 2 potentially.     

Confirmatory roles like Virgin, Dreamer, Undertaker, Gambler would work well with the Screwball to verify a Townsfolk come night 2.    

Alignment checkers like Empath, Village Idiot, Seamstress might also interact really well with the Screwball as you can clear worlds and double check dead players or living neighbors. 

Minstrel would work interestingly with Screwball as it can be a good interchangeable bluff for night 2 if a minion is killed day 1.     

Gossip can be interesting with Screwball as they can still cause a night death even if the demon is dead which might be good info for the Town. 

Abilities that work during the day like Fisherman, Artist, Savant could be interesting as they are largely unaffected but can also use their abilities and be executed. Might also be forced to use their abilities if they are executed despite not being evil.     

Gives characters that choose players in the night more time to get a social read and decide who to choose. Preacher, Exorcist, Sailor, Fortune Teller, Dreamer etc. Also might force those roles to waste their ability by choosing The Screwball even though they’d have no other bearing on the rest of the game.    

Might be interesting with Town Crier as it might encourage nominations. 

Might be interesting with Acrobat as if there are players who say they woke up the night before  it the town is broadly saying that most people didn’t. The acrobat might have a good target. 

Good with the Juggler as people might be more open with their character.     

Interesting with characters that want to stay hidden like Sage, Ravenkeeper, Banshee etc because there might be more double claims as they try to hide their roles.     

Interesting with Fool /Sailor because these characters might not die and renders the Screwball’s ability moot to drunk the demon. Or also could reveal Location of No Dashii too early. Interesting with Pacifist and Tea Lady  for similar reasons.    

Interesting with Magician as if a Magician dies Day 1 their ability does not activate because they are dead. Might have to Jinx this.     

Cannibal might benefit from Screwball Sacrifice providing a snack, but the Screwball itself is terrible Cannibal food.     

Bad with Poppygrower as they might have to either out themself as Poppygrower or die by execution. Renders their ability moot.     

Redundant with Princess unless they nominate themself while a cannibal or Philosopher is on the script.     

Interesting with Philosopher as they’d have to go first in the first night order. If they chose to Philo-Screwball no other character would wake that night. Would also be interesting with Boffin-Philo-Screwball or Alch-Boffin Screwball. 

Bad weird with Professor because the professor might just immediately revive a character who was sacrificed to the Screwball. 

OUTSIDERS.   

Butler can just vote normally Day 1 because they were never prompted to choose a player. 

Goon Moonchild, and potentially Klutz are bad/ interesting with Screwball as they can die early and choose the screwball. Goon can potentially die good.   

Recluse of course can be executed and either cause the demon to be or not be woken up.    

Ogre gets a day to better decide who to be friends with.    

Lunatic would work absolutely so well with Screwball. Also the Demon would know you are in play but not necessarily what Demon you are or who they are as that info is revealed after token pull.    

Drunk works well because they can be woken up Night 1   

Mutant is weird in that they might intentionally try to break madness to die.     

Puzzle master might be given more social info to sus out the Demon.    

MINIONS:    

Minions who make a choice first night probably aren't great with this outsider. Poisoner, Devil’s Advocate, Witch, Cerenovus, Harpy, Fearmonger, Widow, etc. They functionally don't have an ability until Night 2. 

Mezepheles is not ideal just because they won't have an ability to work with until day 2. So they'd be without a bluff and effect on the game until after they've already been suspicious.    

Pit-hag, Assassin, Boffin, work fine with Screwball as their ability is largely unaffected. Godfather is the same except learns the Outsiders in play Night 2.     

Baron works great as they can potentially sacrifice themself.     

Wraith chooses when to wake at night so their ability is largely unchanged.   

Psychopath and Vizier might work well considering they can't die. They can bait an execution, although it outs them. A Vizier can just punt an execution through on themself.       

Similarly the Organ Grinder would be outed immediately unless town chooses not to nom at all because the Organ Grinder cannot wake night 1 to drunk themself.    

Xaan 2 would be very powerful with an in play Screwball. No info night 1, incorrect info Night 2.     

Wizard, Goblin, Boomdandy, Scarlet Woman, and Mastermind would all work great with this outsider.     

Evil Twin is interesting in that it would be wise not to assign a twin until night 2 but, also based on the Day 1 conversation the Evil Twin could essentially pick their twin if the ST supports their bluff and gives them the character that mirrors what they said during day 1. 

Marionette can be woken or not woken depending on the ST if a Screwball is on the script. 

DEMONS:    

Pukka might be weird with this as it can potentially lead to several days without a kill. Might be good with a Summoner on the same Script.    

Yaggababble probably needs a jinx where the Demon does not learn a phrase until after they are no longer drunk. Also would be good with a Summoner.    

A No Dashii with a drunk or puzzle drunk on the script can hide a no dashii world and frame it as being in another location. Wake one of the No Dashii’s poisoned neighbors and not the other night one. And then Wake the other Drunk ping(s).     

A night without kills could also be disguised as a Po Charge.    

Zombuul works fantastically with this if the town chooses not to kill or chooses to try and execute someone who cannot die.     

Fang Gu on the script encourages the Screwball not to say anything first day. 

Legion is wonderful with this if there are a lot of ways for characters to be Poisoned or drunk or be a Lunatic or Marionette as there can be several reasons for multiple people to have not woken up night one or potentially some of the evil team is just lying.   

Probably needs a Lleech jinx in which the Lleech still gets to choose their host.     

Not great with Leviathan or Riot.    

Lord of Typhon might be interesting depending on player count and if there is a Marionette/recluse/Lunatic on the script.. The LoT could be certain that at least one of their neighbors knows that they're evil, but not necessarily no which one could be a Mario. 

Thoughts? 

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u/EvilCat_BoTC — 13 days ago

A Lilt Trouble for the Damsel

Bootlegger rule: The Spy can register as the Damsel at set up to satisfy the Huntsman. The Huntsman can either guess their Damsel, or guess who the Spy is. If correct the Spy/Damsel would be turned into a not-in-play Evil Townsfolk.

****EDIT****

The intention is that the Huntsman can exist in the game without the Damsel, but only if the Spy is already in the bag. The Spy would not be added into the bag if there is no Damsel.

This allows the Huntsman to go Spy hunting and make the Spy become an evil Townsfolk. How is this helpful for good? Well, the spy would no longer be able to register as good and can no longer be starpassed into. But also the Damsel, if turned TF while a spy is in play, is no longer poisoned. They'd be a healthy good townsfolk. The Huntsman being in play while the Damsel and Spy are both in play gives Good two extra potential Demon targets that need to be taken out. Does the Demon take out the Empath, or the Huntsman that can make a FT and confirms their existence. Which is really good for good.

There's also a world where the huntsman can blind guess someone as the spy night one and completely neuter their ability. This is so unlikely to happen though.

u/EvilCat_BoTC — 14 days ago

Custom Townsfolk: The Understudy

Understudy (Townsfolk): Each day if you are publicly mad as a fresh character, you learn if it is in play that night. 

The Understudy wants to be a star, but keeps finding out that other people already have the part.

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u/EvilCat_BoTC — 1 month ago

My Intermediate Script that I made because 1 of my players is vastly more experienced compared to everyone else.

First game, 9 players: Night 1 the Steward learned the Fisherman, the Knight learned the Monk and Dreamer(the most experienced player), and the Dreamer learns the Fisherman might be the Baron. Day 1 The Dreamer confirmed the Fisherman. And the Monk (A brand new player who’s never heard of the game) bluffed Artist. No executions. Night 2 The Monk protected the Dreamer, the Imp killed the Zealot, the Dreamer saw the Zealot as potentially the Marionette. Day 2 the recluse is executed. Night 3 the Monk protected the Knight who the Imp could not kill, the Dreamer saw the Seamstress as potentially the Imp (they were neighboring the Zealot). Day 3 the Seamstress is nominated for execution and put on the block by the Village Idiot but the town lifts off of them and executes the Steward. Night 4 the Monk protects the Fisherman and the Imp kills the Dreamer. The Seamstress learned that the Knight and the Recluse were not on the same team. Day 4 the seamstress is executed. Night 5 The Monk is killed. The final three consists of the Knight, the Fisherman, and The Village Idiot. It was close, but town votes out The Village Idiot and Good wins as the VI was the Imp and the Fisherman was the Spy.

Second Game 8 players: Shugenja learns counterclockwise pointing towards the First Village Idiot. Continuing counterclockwise we have the Oracle who died night 1, the Artist who asked if the Mayor was evil and learned a yes, The Second VI, The third VI, The Mayor, and The Fisherman. The Fisherman learned day 2 that the information of night two is a little more trustworthy than night 1. This was true because the Shugenja was the drunk, The first VI was drunk by their own ability and the second was sober and chose the demon and the third was the marionette who also chose the demon. On night two all VI got sober information as opposed to night one where three of the four roles received arbitrary info. Evil won by painting the artist and sober VI as evil. 

Everyone had a blast!

u/EvilCat_BoTC — 2 months ago

Solo Lleech script question.

A Boffin gives the Lleech the Soldier ability. The Lleech's host dies, does the Lleech die immediately? Can the Lleech remain alive until they are executed or the Boffin is either killed or no longer sober? My reasoning is that the Soldoer cannot die to the Lleech's ability. Is this above board?

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u/EvilCat_BoTC — 2 months ago

Bootlegged Boffin, Essentially make the Demon the Marionette

The Idea essentially being the Boffin can give the Demon the Drunk/Hermit ability and make them believe that they are a townsfolk. Boffin would know their Demon has received the Hermit Ability and Minions find out who the Demon is, but Demons don't know who the Minions are and don't know if they are the Demon or just a drunk Townsfolk.

https://preview.redd.it/0vw4xqk77a0h1.png?width=2156&format=png&auto=webp&s=6ba93efd02b6a975753256e8dc86cb01e96ebb90

https://preview.redd.it/s9ya4sy97a0h1.png?width=2156&format=png&auto=webp&s=fbf5269cb597b96fe5f2cd9e171e695b0d1ca60c

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u/EvilCat_BoTC — 3 months ago