Right-Hand Man
Notes
This script is dedicated to my friend, Cherie! We may disagree on some marginal Recluse calls, but let it be known that Cherie is the best and is at the heart of Capital Clocktower. Use this ruling for sure: The Marionette can neighbor the Recluse. (This is called the "American Rule." The worse "Australian Rule" prohibits the Marionette from being placed next to the Recluse.) Optional ruling: The Recluse can sit in the Typhon line. I promise this will make the game more fun. Announce it before you start play. Just deal the Recluse like normal; don't turn someone into the Recluse after the token deal. Then build the Typhon line around them if they end up dealt in the vicinity of the Lord of Typhon. Another optional ruling: The Spy does not have to sit in the Typhon line because the Spy can register as good, and Typhon's setup ability impacts only evil characters. I promise this possibility will make the game more interesting in large games, but it may be overpowered at smaller player counts. I think this can be supported by the rules... obviously there are also counterarguments... but don't think about that part too hard. Announce this before you start play if you might do it. You'd put both the Lord of Typhon and Spy tokens in the bag, but you would not include other Minion tokens, and you'd change the Demon's neighbors into the remaining Minions during the first night. Think hard before putting a Spy in the bag with a Fang Gu--showing the evil team where the Fang Gu can jump is very strong. In a game with a Fang Gu plus Spy, consider using a Marionette to remove an Outsider (as by replacing the Drunk with the Marionette) and instead allow the Fang Gu to jump to the Spy. Consider also putting the Recluse in the bag if you include Fang Gu and Spy--you can prevent a Fang Gu jump to a Recluse if you need to for balance.