The Duck Detective 2: The Quackening

Revision as of 06:51, 29 June 2026 by Admin (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Synopsis

Thank you so much for coming back to Ravenswood Bluff, Mr. Duck Detective! Evil is back and we're certainly scared. They've become stronger and have made their vengeance known.

The Quackening is upon us!

Gameplay

Evil has come back, and this time, we don't know how many have infiltrated town! This script plays with uncertainty, using demons, minions, and outsiders that affect the number of evil players and cause even more misdirection. But with your detective skills, you are sure to put all of the pieces together!

Intermediate. This script uses more complex characters with a few new additional jinxes. Please be sure to read them carefully and visit the Gameplay and Jinxes page for more in depth explanations.

Townsfolk

StewardStewardYou start knowing 1 good player.
ClockmakerClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
ShugenjaShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Bounty HunterBounty HunterYou start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
EmpathEmpathEach night, you learn how many of your 2 alive neighbors are evil.
High PriestessHigh PriestessEach night, learn which player the Storyteller believes you should talk to most.
GamblerGamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
GossipGossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SavantSavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
PhilosopherPhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
ProfessorProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
ArtistArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
JugglerJugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
RavenkeeperRavenkeeperIf you die at night, you are woken to choose a player: you learn their character.

Outsiders

OgreOgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
TinkerTinkerYou might die at any time.
SaintSaintIf you die by execution, your team loses.
PuzzlemasterPuzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minions

GodfatherGodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Pit-HagPit-HagEach night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
SummonerSummonerYou get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
BoomdandyBoomdandyIf you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
BoffinBoffinThe Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demons

ImpImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
LegionLegionEach night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Lord of TyphonLord of TyphonEach night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

Travellers

Duck DetectiveDuck DetectiveEach day, reveal up to 4 seats' claims. You may use any revealed characters ability once per game and cannot target yourself. Evil, poisoned and drunk characters yield incorrect information.

Lorics

BootleggerBootleggerThis script has homebrew characters or rules.

Fabled

DuckDuckThe player always starts as a good-aligned Duck Detective. All evils must be executed to win and if 2 or more good aligned players are executed, evil wins.
DuckDuckWhen a character dies by execution, their character and alignment is revealed. When a character dies by other means, the Duck Detective learns their claim but not their information.
GooseGooseAll Townsfolk and Outsider abilities act immediately. Evil, drunk, poisoned and bluffing characters yield incorrect information.

Jinxes

Custom jinxes for Duck Detective, the Traveller. Standard jinxes available via official app.

Duck DetectiveBoffin
Duck Detective + Boffin
The Demon claims the boffin ability. When used by the Duck Detective the ability is sober, healthy and yields correct information.
Duck DetectivePit-Hag
Duck Detective + Pit-Hag
When the Pithag is revealed, a character changes. A character changed this way may publicly change their claim at any time.

Storyteller Tips

Here are a few general tips for The Duck Detective: The Quackening to help your game run as smooth as possible:

  1. Once tokens are passed out, move to night 1 for the rest of setup. Here you can preselect your bluffs for each character and possible information. Since each character only acts once, it is easier to think ahead and determine possible information for things like High Priestess, Steward, and Bounty Hunter. Having as much information as possible ready and written down in your reminder tokens is key to a smooth gameplay.
  2. Night 1 information such as Steward and Shugenja might not be shared until later in the game when the detective is ready for this information. In addition, Townsfolk and Outsider characters that choose such as Gambler and Professor are left up to the duck to decide their target. They can use these abilities when they are ready.
  3. Remember: Evil, drunk, poisoned, and bluffing characters ALL MUST LIE. Think of it as a Vortox effect. This is key to helping solve the puzzle, but can also throw a few wrenches into the detective's plans! Just as you predetermine information or Townsfolk characters, do this for the lying characters as well! A demon bluffing High Priestess could create a fun wild good chase by pointing at a drunk Savant or another evil player bluffing Clockmaker.
  4. Characters such as Empath and Bounty Hunter should reflect the current state of the game when used. Even though Empath is only used once, if it is not used until day 3, it should still reflect current alive neighbors. As well, a Bounty Hunter ping should be used to help provide a small piece of the puzzle otherwise unknown when used, such as if your planned target has already been killed and revealed. Have an idea ready ALWAYS, but do not be so set in your specific path if it is no longer useful to the puzzle (whether useful for good or evil).
  5. If characters are changed by the pit hag or Demons are allowed to tell the truth with the Boffin or Summoner, these should be included as key parts of the puzzle. A character should always make a claim if they were pit hagged and what they were claiming before. If a Boffin or Summoner is in play, there should be information in town that can provide clues for this. Don't let the demon get away that easy!
  6. Have fun with Legion! Legions can register as demons and minions. Thus a Legion being revealed as Godfather when they are executed is legal and can help weave a very fun web!