#The Complicit Court

5 messages · Page 1 of 1 (latest)

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Script initially built around King+Choirboy pairing. Eventually developed into a concept of "implicit bluffs" for the evil team, as they know that characters are not in-play since they are not informed (King, Choirboy, Magician, Hunstman, Damsel).

I've had a lot of trouble coming up with the "supporting cast" for these characters and concept, especially in regards to minions.

My latest change was re-adding the Cerenovus by making it 5 minions given that there's just 3 demons, as that could suggest a Mutant bluff as well.

Any and all feedback welcome, thank you 🙂

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Just noticed that maybe Chambermaid might not be a good fit here, as not a lot of roles wake in the night and almost all the evil team does. It has been quite hard to find some balance in townsfolk, as I was also thinking that there's not a lot of protection as well. Swapping the CM with a Monk or Innkeeper could help, but then town is left without a lot of ongoing info roles.

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v0.0.10 update: Swapped Chambermaid and Snake Charmer with Monk and Fortune Teller.
Unsure if FT is a good fit here as an ongoing info role. I like it because of the built-in misinfo, but it does a similar job to the Knight.

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v0.0.11 update: Swapped Klutz for Recluse.

Allows for more Marionette placement options, and given that 2 characters require another character in play (Huntsman and Choirboy) this might be necessary.
Also prevents an early game ender, in a game that should last longer to let the King shine.

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v0.0.12 update: Swapped Legion for Fang Gu. Prevents the need to have a Sentinel, and the Townsfolk in the script didn't work very well with Legion (either too strong or useless - basically it worked until Legion was actually in play). Fang Gu is also interesting to bluff e.g. King/Choirboy and has interesting jump targets.

This will probably be the first playtested version. (As such, this will be also known as v0.1.0)