Re-Script-A-"Day" #56: Ride the Cyclone by Paradox
It's not a game! It's just a ride...
Featured characters: Boffin, Mastermind, Al-Hadikhia
Jinxes:
Boffin / Politician: The Demon cannot have the Politician ability.
Mastermind / Al-Hadikhia: If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
Al-Hadikhia / Princess: If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.
Complexity: Advanced. Recommended for loudmouths who love having punchy, powerful abilities and for team players who can work together to outwit the Al-Hadikhia.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Okay, this is like, the third time I'm talking about Ride the Cyclone on this blog, but it's a cool script that's finally stopped being updated. The many versions of the script have confused some people in the past, so here's a definitive Script-A-Day on what is possibly the premier solo Al-Hadikhia script right now.
Ride the Cyclone is all about maximizing the Al-Had's dynamic of asking town if they're willing to sacrifice themselves to prevent triplekills. Almost every Townsfolk on-script would rather choose to live due to their own individual power — characters like the Balloonist, Town Crier, Alsaahir, Savant, Preacher, and Amnesiac thrive with several nights of life, but if everyone plays for themselves, then evil can dominate by scoring triple kills. The Outsiders are mostly similar — the Puzzlemaster wants to save their guess, the Golem wants to wait to kill a likely evil player (and simply won't get picked by the Al-Hadikhia afterward, since they can't nominate), and the Politician is playing for themselves, hoping to flip evil by any means.
Meanwhile, the Minions are four very different beasts, but are very quiet, making the good team work for their meal to figure out which ones are in play:
The Boomdandy can make executions terrifying if town suspects one's in play, but the mere threat of one can be just as helpful to evil.
The Boffin can help evil recreate powerful mechanical effects like the Golem or Princess, but can also cause more silent disruption via droisoning (PM, Philosopher), Outsider modification (Balloonist), or just by giving evil extra information to help them coordinate (HP, Savant, Fisherman, Amnesiac, Snitch).
The Xaan's a huge source of droisoning that must be accounted for by good, but the Politician being a hidden Outsider can really screw with the potential Outsider count.
If all else fails, a Mastermind can snatch the win for evil from the jaws of defeat if good players get too greedy with their lives and all choose to live.
Outside of the words of potential extra Outsiders, all four of these Minions are mechanically silent, and the threat of each one can sometimes be just as powerful as their actual effects: the threat of a Boomdandy can keep the Demon off the block, the threat of a Xaan can discount incredible information, the threat of a Mastermind can encourage powerful Townsfolk to choose death, and the threat of a Boffin can direct executions into otherwise-confirmed players.
For the most part, bagbuilding Ride the Cyclone is surprisingly simple. Keep the ratio of good characters okay with death to good characters who want to live balanced: a bag with mostly characters who want to choose life can end up swingy, depending on if the Al-Hadikhia gets multiple triplekills or gets drowned in a sea of information. Characters like the Knight, Seamstress, Banshee, and Snitch are invaluable tools when balancing out a bag.
Another thing to note is how solvable the Xaan number is. The Princess can solve if it's Xaan 2 or not depending on if their ability fires, and a Banshee who dies at night without activating their ability knows they're either puzzledrunk or that they died on a Xaan night. This can be incredibly powerful information, especially if there isn't a Puzzlemaster (or someone claiming it): be mindful of the Xaan number when you bag Xaan with characters that can singlehandedly solve it, and make sure evil's game plan isn't going to revolve around selling a different Minion as being in-play with too many hard-confirmable characters!
Some notes:
The Knight is incredibly powerful at ruling out powerful characters as being Boffined Demons. To that end, a Xaan 1 showing the Demon can be powerful - unless it’s obviously Xaan 1! Support it by giving evil 1 or even 2 Outsider bluffs, or otherwise give the Knight true info if the game looks like it’ll shake out as obvious Xaan 1 so the Knight starts turning on their pings.
If the Preacher preaches the Mastermind on a Mastermind night, the good team instantly wins — there's no more Mastermind ability extending the game, and the Demon is dead.
The Balloonist can be great for finding hidden Politicians, but can feel incredibly weak if you just show them alternating Townsfolk and Outsider claims. Make sure they can use their info by showing them players claiming Townsfolk characters back to back (or Outsider characters back to back — Al-Had with Boffin-Golem followed by another Outsider is a classic!)
I’ve talked about High Priestess enough here, but to summarize — the High Priestess is most interesting when they’re incentivized to have conversations with their pings and socially read them: the operative word in the High Priestess’s ability text is “talk”, and their role is to facilitate useful conversations that would not happen otherwise. A High Priestess should expect to be shown players who benefit from being talked to, like a Savant who needs help solving their info or a Boomdandy bluffing info that incriminates their Demon. Who is most important to talk to is somewhat subjective and might change depending on which player pulls the HP token: keep your group in mind, and do what’s fun.
The Princess adds an interesting bit of social complexity here — it can potentially hard-confirm itself if the Al-Had chooses to attack on a Princess night and nobody dies, but can also be denied confirmation if the Al-Had chooses not to wake (remember, the ability has "you may choose 3 players"!) Pair that with the on-script Mastermind, and Masterminds bluffing Princess might be able to score themselves a couple cheeky wins! Just remember that an Al-Hadikhia who chooses a dead player on a Princess night can still revive them from the dead, even if they can't kill. (Why is your Al-Hadikhia choosing a dead player on a Princess night? Beats me, but it's happened before.)
Remember that when a player chooses “die”, they die at that instant: this means that the Banshee’s announcement happens immediately after they pick die, not at the end of the night phase. This means that any players announced after the Banshee’s call will know they can choose to live!
I'd strongly recommend to not allow Amnesiacs to guess their ability after they die. It's a common houserule, but it shouldn't be used on this script, so the Amnesiac has a harder choice when deciding whether or not to live when picked by the Al-Hadikhia.
Be a touch careful with the Puzzlemaster here. It’s much more damaging in an environment where everything goes faster, but given the mechanical and confirmatory nature of the characters on-script, they can sometimes solve who their puzzledrunk is and kill the Demon that same day. All that to say: be careful if you puzzledrunk the Banshee and can’t sell that the Xaan night was that night?
Politician flips are hard to adjudicate and are often very context-dependent at the best of times — but in general, if the Politician is more responsible for evil winning than any other good player (regardless of whether or not that was their intent!), they should flip evil. Ideally, they should be most responsible for getting Townsfolk players executed, and be a major force in town pushing worlds. Simply choosing to die on a Mastermind night (and being the proximate cause of a loss) might not be enough!
You should know that the Boffin-Politician jinx extends to a Boffin-Philosopher who tries to go Politician, since jinxes are between abilities, not characters. Sorry, Demon, you aren't turning good that easily!
While we're on the subject of the Boffin — keep your Boffin-Amnesiac abilities balanced. If the Boffin-Amnesiac causes droisoning or other forms of disruption, give the good team direct clues or otherwise make it possible for good to figure out what's happening. I personally more strongly lean toward Boffin-Amnes that grant the Demon information, since it is still useful for evil (by potentially confirming themselves via their Amnesiac ability gaining information they wouldn't know as evil) while not requiring clueing.
When running the Boomdandy’s ten-to-one countdown, make sure you know it doesn’t have to be exactly ten real-life seconds. Depending on the size of the game, you might increase the time between numbers to allow for a longer countdown. Don’t make it too long — after all, the Boomdandy is still an Minion, so should help the evil team — but it can be unfun for both sides if the countdown is too short.
I think that's about it from me. You can check my earlier posts on this script if you want more advice — the spirit of the script still remains, even as the versions get more and more different from this final one. See you soon!
(i don't know why the Is the Apprentice token is on Magica there. Coral's the Apprentice-Boffin granting Dell the Golem ability.)
















