Wire α To wire β. LigHt oN. BuZZer off. GAzOinks! Arms STra1ght. FingER 2 nose. hOooLd stiLL. BoiNgo-banGo! Ha-ha-ha!
Storyteller cues
Other nightsBefore dawn, choose a player not marked NOT ME. Wake the target. Show the YOU ARE info token & their new character token.
How to run it (Storyteller)
How to play as a good Cacklejack
- Target suspected evil players: forcing a character change on a Demon or Minion may strip them of a powerful ability mid-game and give the Storyteller a narrative reason to reassign them something weaker.
- Announce your target publicly before nightfall so town can track which players are potentially in flux and calibrate how much trust to extend to claimed abilities the next day.
- Target players whose claimed abilities have already fired or whose information has been shared — the character change loses town less value while still pressuring evil to adapt.
- If a trusted good player is struggling with a difficult ability, targeting them can legitimately refresh their role into something more immediately useful to town.
- Build credibility by explaining your targeting logic each day; good Cacklejacks who demonstrate consistent anti-evil reasoning are harder to exile.
How to play as an evil Cacklejack
- Target the most impactful good information role each day — a character change removes their ability and forces them to re-establish trust under a new identity, wasting town time.
- Coordinate with the Demon privately: if a Minion is about to be exiled, targeting them means they may gain a more survivable or disruptive character overnight.
- Claim to be targeting evil players while actually targeting confirmed good players; since the Storyteller chooses who actually changes, you can always deflect responsibility for inconvenient outcomes.
- Use your public targeting as a soft accusation tool — repeatedly pointing at the same town player builds suspicion on them without requiring a nomination.
- If town moves to exile you, pivot to targeting someone who benefits evil regardless: a character change on a key Townsfolk the night before a critical vote can destabilize the information base town needs to execute correctly.
Key interactions
If Cacklejack is poisoned on the night their chosen player would change, the Storyteller may rule the change does not occur or produces a malfunctioning character. Evil teams with a Poisoner can effectively suppress Cacklejack's ability on pivotal nights while keeping the Traveller alive as cover.
Because the Storyteller chooses which player actually changes, a Recluse in play introduces ambiguity about whether the changed player's new character registers correctly — the Storyteller may assign the Recluse a character that misregisters, compounding the information chaos Cacklejack already creates.