How to Win as Iago

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If you love and/or hate making friends, Iago is the captain for you! The silver-tongued Iago faces a unique challenge in Captain’s Gambit, but interesting opportunies as well. Avoid a handful of common traps and you’ll find yourself sailing to victory.

Unlike many other captains, Iago faces a challenge in that he has a very particular schedule to keep. Other captains have the luxury of Networking a bunch, alternating between Drains and Shields, or Fortifying everyone at the table. Meanwhile, the first rule of Iago is to attack whenever you can - this relegates nearly half of your actions towards Striking others. And since those Strikes require energy, Iago spends nearly half of his remaining turns Charging or Overcharging for the next volley.

And yet, Iago is one of the more popular captains to pilot, and becomes more complex to play the more accustomed your table gets to Captain’s Gambit. Iago’s intrigue primarily comes from an implication in his victory condition: as long as he’s not marked for assassination, Iago can win with a huge majority of the captains at the table. This makes him an ally to many, and because he has a propensity for attacks, you’ll quickly find a lot of captains asking you for favours to target one person or another.


Goals

Iago’s first design was not it

Iago’s first design was not it

If you’re piloting Iago, you can expect an enjoyable social game where your main focus is forming an alliance with anyone who doesn’t want to murder you. Your secondary focus is weaving together a convincing list of reasons to prevent an early victory, ideally preventing attacks for a round so you can take the blood lead.

Since most captains grow closer to victory when their opponents have low health, Iago’s victory condition of bloodletting actually makes him far less of a target than one may expect - if you’re Hamlet and Iago is offering to bring your target into kill range, of course you would happily let him do so.

The only downside of Iago’s blood requirement is that he is sometimes unable to win during the early rounds of the game, meaning your alliance is contingent on giving him enough time to loose a few Strikes.


Quick Summary

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Overall though it’s pretty easy though, right? Just Overcharge and Strike a bunch, tell everyone it’s fine because you’re Iago, and win?

…Well, this is in fact actually true in some circles!

In gullible groups, you can net a win by simply declaring “Hi I’m Iago let’s team up” on round 1. If your table is naive enough to believe the first person to claim Iago, victory is assured while everyone fights over your favour. Sit back, fire lasers around, get lots of blood, and die to an assassin.


Problem #1: Snipers

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…Oops, the presence of Portia specifically means your life will not be quite as easy as you’d hope. The better you’re doing in blood, the harder Portia will fight to eliminate you. And because you need more blood than anyone else to win, there is no way to ever win with Portia: you two are enemies forever.

Luckily, unlike Portia, you can win alongside other captains pretty easily. Most captains would prefer an Iago + Them victory over a Portia + Not-Them victory, so your solution is to simply lean even further into convincing everyone of what a nice and cool Iago you are. Essentially, your best play is to remind the table of Portia’s presence and make them fear bringing you into kill territory.

So Portia constantly gunning for you is a small problem, but one that can be fixed by mobilizing the table into protecting you. However, this does lead us to the next issue in the way of a simple Iago victory.


Problem #2: Doubt

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At some point the players at your table will Get Good, and that’s when you may finally hear a contender: round 1 turn 1, another player says “Hi just wanted to say I’m Iago and I’m willing to team up with anyone other than Portia”.

But you’re Iago. Who the heck is this?

The biggest challenge to your victory is doubt. If players start to worry that you’re not actually Iago, then “player who constantly attacks others and has a lot of blood” points to decidedly non-ally captains instead like Romeo+Juliet, Titus, and Lady Macbeth.

This can be one reason you may want to take a break from attacking for a turn, just to cool off the natural hostility that you’ll get from smacking others.

If the table loses faith that you’re Iago, they’re going to start ignoring your deals and aim for victory even before you have the blood you need. Worse, sometimes they’ll just try to kill you outright under the assumption that you’re someone like Titus or Lady Macbeth. It doesn’t help that there will probably be a Portia will be cheering on such accusations.

Generally the best response to such accusations is to find ways to continue gaining blood with actions that are generally agreeable to the whole table - I wouldn’t bother getting defensive, since that just continues to put the spotlight on yourself.

Some decent things are shrugging and attacking high-health targets with Strike, making sure that you never Barrage, and threatening to shield low-health captains if you don’t have enough blood. The more you can make actions that clearly only make sense to a true Iago, the more believable you’ll be.


Problem #3: Early Victories

The next problem is captains who have a pretty dang good shot of winning before you have enough blood to win with them. Assassins tend to be great candidates for early victories, especially Portia (More Portia problems!).

Your best counters to early victories are:

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  • Drain aggressive captains to prevent them from landing two Strikes in a row, while also netting yourself a bit of blood.

  • Barrage defensive players. Defensive players may respond to your Strike with a Barrage (“That’ll show you for attacking me!”) - but if you Barrage them, it’ll get them worried about their health and will make them spend their energy on a Fortify or Shield instead. You can actually exploit their fears by Barraging them every few turns - this will lock them out from an early victory, since defensive players often can’t focus on winning until they’re at a comfortable health value.

  • Don’t Barrage aggressive players. Some people don’t care about being at 6 health and will reply with Barrages of their own, leading to a potentially early game even if they die in the process. Do Strike them though, nobody deserves 10 health. Except you, of course.

  • Network for full permit sets. If you suspect you gain full information on a permit, you’ll be in a great position to call bluffs - and each successful bluff is the cancellation of a full action. I did just spend 75% of this guide talking about how many Strikes you’ll have to do, but early on you may want to consider holding back if you think someone might win from it.


Problem #4: Titus

If you suspect Titus is in the game, kill that bucko as soon as you can. That guy is terrifying on his own, but he also makes it really tough for you to get ahead in blood.

I guess look out for Domination captains in general, but that’s not really Iago specific. Titus is specifically scary for Iago though. Even the mere potential presence of Titus in the pool will make things harder, as everyone will think you’re a mass-murderer when you’re merely an innocent manipulator.


Have Fun

Overall, Iago is an enjoyable character to pilot for his distinct feel compared to other captains. His actions are essentially locked in to a narrow set of abilities, since he needs to Strike so often, but in exchange he enjoys a lot of conversational flexibility - have fun shaping the direction of entire games with your promises and bribes.

Keep an eye out for those who want you dead, but as long as you can successfully come across as a trustworthy and helpful friend, you should be well-positioned to stroll into victory.

 
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How to Win as Richard III

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Richard III is one of the most difficult characters to play in Captain’s Gambit. Your opponents fear your immense power, and will turn against you if they catch even the smallest hint of your identity.

To maximize your odds of winning, you must prepare plans, contingencies and follow-ups so that you are never caught off-guard. Once you understand Richard III, you’ll find opportunities and leads in other captains as well - improving your mastery of Captain’s Gambit as a whole.


Overview

Your objective as Richard III is to be the last one alive. Your first tip is that you don’t have to necessarily be the one killing everyone else. Romeo and Juliet, for example, can make life much easier for you. But there will likely come a time you must dirty your own hands, which is where your Reveal ability comes in.

Before your action on your turn, you may Reveal to target all opponents with less health than your energy.

Deal 10 damage to each of them.

The power level of this Reveal ability depends entirely on your planning skill. Unlike a captain like Prospero, who must survive after Revealing, Richard III threatens to murder captains instantly.

That danger means that captains will turn aggressive much earlier against potential Richard players than they would against Prospero, even though their abilities look similar at first glance.

As such, it’s often a mistake to carry over your Prospero strategy when playing Richard III: the circumstances you seek have very few similarities aside from a moderate-high energy count.

So, today, we approach Richard III from the perspectives of rules, plans and contingency plans. This should provide you with a general heuristic that you can then deviate from during actual combat.


Cheat Sheet

RULES

  1. Richard III isn’t in the game.

  2. You don’t have a Reveal ability.

  3. You don’t have to kill four to kill three.

  4. Control the fear.

PLANS

  • Plan A: Let everyone else kill each other.

  • Plan B: Find an ally.

  • Plan C: Let the average health at the table drop.

  • Plan D: Find a chain.

  • Plan Z: Rush energy and Reveal.

CONTINGENCY PLANS

  • If Prospero is definitely in the game…

  • If someone is looking for allies…

  • If nobody wants to listen to reason…

  • If nobody wants to hurt each other…

  • If everyone thinks you’re Prospero…

  • If everyone thinks you’re Richard III…

  • If you’ve Revealed and the game isn’t over…


RULES

Richard III isn’t in the game.

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They fear you, and rightfully so. The consequence of Richard threatening unspeakable destruction is that early on, all captains will be on high alert for any individual who may pull that global-damage trigger. As long as the table keeps your Reveal effect in mind, you will lose every time.

Your only recourse is to make others either believe or hope that you are not in the game. The table does not need to be fully convinced; it is enough to maneuver captains into positions where they must say to themselves, “If Richard is in the game, I might lose. But if I don’t stop Lady Macbeth right now, I definitely lose.”

Give players hope that you’re not in the game by diminishing your threat - or by highlighting the threats of other captains. Incite such great fear that your opponents will find themselves facing better odds if they give you an opportunity than if they waste too many resources keeping a potential Richard III in line. Make them doubt Richard even exists.

You don’t have a Reveal ability.

Discipline yourself. You will not gain 11 energy and smite down seven combat dummies at once. Even random number generators would put an end to that plan, let alone a group of seasoned captains with enough ambition to tear the universe in half.

Your victory will be messy. It will not arrive the way you think it will, and often, it will not occur when you Reveal. Your victory comes from seeds of doubt, sparks of anger, flashes of greed, captains willfully ignoring you to focus on their narrow goals. Until you can move undetected, you must believe you have no Reveal.

It will come in the final act.

You don’t have to kill four to kill three.

Those who look for perfect moments only succeed at denying themselves imperfect victories. Respect the willpower of your opponents and recognize when this opportunity may be your last. Your goal is not to kill every captain at once - it is to be the last captain remaining. Focus on that goal and recognize the paths you may take to get there.

Control the fear.

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Your opponents are fearful, but this fear is malleable. Turn fear about Richard III into fear of Prospero, who doesn’t need to worry about health; or Lady Macbeth, who doesn’t need to worry about energy; or Portia, who can win with just a single unassuming Strike. In this galaxy, fear leads to violence, and death is your goal.

You must control fear as such that all preventative measures lead to your victory. Bruise all bloody captains in case they’re Lady Macbeth, then pivot to low-blood captains to prevent Portia from taking the snipe. Suddenly, you may start your next turn with 7 energy and a fortuitous Reveal in line.


PLANS

Plan A: Let everyone else kill each other.

Your first plan should never involve your own hands. You do not want attention, and often, captains will drop just fine without your intervention. Observe what captains may do to each other and see who can drop without your intervention.

This plan alone will never lead you to victory, obviously. But you have the luxury of setting perfect-world plans due to your layers of backups and contingencies.

Plan B: Find an ally.

Many captains seek security. Provide temporary comfort by asserting a complimentary identity. If Iago or Puck wants to win with Prospero, of course you can oblige. If Romeo believes you are Cordelia, help him eliminate one enemy at a time.

Energy and damage are both useful for your goal, so take on whichever dynamic makes you a welcome presence among others.

Plan B: Let the average health at the table drop.

If your autocharge only brings you to 6 or 7 energy, players may ask that you dissolve suspicion by spending your energy. However, they are unlikely to attack you simply for having 5 or 6 energy. Incite enough violence to bring the table’s health down and bring your Reveal plan closer to fruition.

Plan C: Find a chain.

How do you make Barrage deal 14 damage? Kill Cordelia’s mark.

When does your Reveal kill 3 captains, if only one captain has low health? When Juliet has 3 health and Romeo is marked by Hamlet.

You will not always find fortuitous lineups. However, a bound pair of dragons are always in the pool of potential captains, and often you must contend with Hamlet/Brutus/Cordelia as well.

Even if unlikely to occur, you would be foolish to keep your ears closed to hints regarding who is bound to another. It only takes one correct assumption to win you the game, as few captains can anticipate moments when your Reveal will murder otherwise healthy captains.

Plan Z: Rush energy and Reveal.

After every other moment has passed, you may find yourself rushing to hoard energy before your story ends in victory or defeat. This is not your ideal place to be, as all pretense about your identity will melt away. However, you must recognize these moments when you arrive, and have the ability to calculate just how much damage you can handle before you Reveal.

Remember that you do not spend energy to Reveal, and you still have your action for the turn when you do. Get comfortable slinging a series of final blows to close out the game after your Reveal.


CONTINGENCY PLANS

If Prospero is definitely in the game

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You will struggle to deflect away from energy-related fears if a clear Prospero is among you. You have two options: pretend to be Prospero’s ally to smoke him out of hiding, or use him as a shield to make your own energy count look harmless in comparison.

If someone is looking for allies

Be that ally. It is not terribly difficult to backstab others, and often, forming an alliance can grant you leverage to incite further violence at the table.

Be wary of outright declaring a false identity if you suspect that a real Puck, Iago or other devotee is at the table - unless you can spin your story to subtly convince them that you are simply borrowing that identity for a shared victory later.

If nobody wants to listen to reason

Ride the violence. Your own health does not affect the power of your Reveal. If getting hurt is what it takes to bring the mutual health down at the table, let it happen.

Sometimes it is best not to make warnings about captain identities; if captains seek violence for its own sake, or perhaps due to personal vendettas, bringing up identities may remind players to fear Richard III.

If nobody wants to hurt each other

This is one of the very few situations where gathering 10 (11 after autocharge) energy may actually be appropriate. More realistically, though, you may bring up the threat of Prospero and declare that all captains should bring each other’s health to 7 or lower. This would make your Reveal easier as you would then only need 7 (8) energy yourself.

If everyone thinks you’re Prospero

Prospero’s two strategies are to deflect from his identity or to gain support for his Reveal. Your advantage is that Prospero’s typical method of deflecting attention is to attack other captains. Bringing the total health pool low works well for your Reveal, so it is often easier to give up your energy climb until later if players begin to grow suspicious of you.

Another simple strategy is to invite some attacks, provided nobody suspects that you are Richard III halfway through a round of Strikes. Prospero can’t reveal at low health, but you can. If resting at 5 health is all it takes to make the table ignore you, take that opportunity.

Beware: if you are against others who have read this guide, you will need to escalate your tactics and consider other methods of deflection.

If everyone thinks you’re Richard III

De-escalate into a Prospero identity if possible, or perhaps a pacifist Puck, or even Imogen/Rosalind if you can act convincing enough. Captains will more readily accept an alternative identity than they will accept a flat denial.

This is often a case where you must give up social ground to survive for another round. You may need to mask yourself as a convincingly bad Prospero (for example, pretending to be too obvious about looking for allies) in order to avoid outright death. In these cases, you may need to accept that you can no longer gain energy without suspicion.

If you’ve Revealed and the game isn’t over

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First, recognize that this will be the case more often than not. Prepare yourself for the final duel by Networking up some Barrages or Wildcards. You can also collect Shields and bait your opponent into fearfully bluffing one.

If possible, try to waste your opponent’s resources by timing your Reveal to come immediately after that captain had just spent energy. You have the advantage of choosing when to enter this duel; prepare accordingly.


Richard III is difficult to pilot, perhaps one of the more difficult characters in Captain’s Gambit. Your greatest enemy is your own reputation - you must spend your rounds wisely to defuse or redirect fears of your presence while slowly opening up the pathways for any number of victories. Like many others in Captain’s Gambit, Richard III cannot execute one plan, but instead prepare for multiple potential opportunities at once.

Stay hidden, keep the game shifting in your favour, and prepare to savour your well-deserved spot on the throne.

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How to Win as Viola

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Have you ever worried if you have a genuine personality? Have you ever wondered if you’re just a mimic of the people in your social situation, or that you’re just a collection of functions rather than a particularly unique individual?

Viola relates to that mood but would like to offer a word of encouragement: your ‘self’ doesn’t have to be a consistent set of behaviours. Your ‘self’ can also be the factors behind how and why you change in each moment.

And just like you, Viola is an incredibly complex character with a lot of nuance. Not only does Viola’s copycat ability mean that he gets a unique plan for nearly every other captain in Captain’s Gambit, but he also has a multitude of strategies regarding how to get a satisfying set of deaths in the first place.

Similar to Portia, your strategy as Viola depends on a combination of which captains are at your table, and which players are piloting them. Unlike Portia, however, Viola can care slightly less about particular captains from the start, and instead cares about preparing for whatever captain is most likely to become ‘available’.

I pondered several ways to prepare a Viola guide, and I believe the best approach involves two sections: a discussion of the death-trigger, and then an exploration of each captain dynamic.


The Death Trigger

Viola can only win after at least one captain dies - and only if that death doesn’t end the game with a victory trigger.

Things are further complicated by the fact that Viola can only Reveal in the moment that a captain dies - if you pass on the flip, you’ll have to wait for someone else to die before you can choose again.

There are a few ways to go about choosing when to Reveal, and it really depends on your confidence and aggression levels at the table. Some methods include:

  • Predicting a captain identity and preparing to take their card & win shortly after they die.

  • Having any captain die, then once you know for sure who they are, secretly going for their objective and preparing to “push the button” once a second captain dies.

  • Playing in such a way that you could win as any captain (ie having both blood and energy) and then just trying to amass as many dead captains as possible until a captain fits you.

Overall, there are two broad things to consider as a Viola player: first, you want to optimize your Reveal opportunities by shaping the graveyard a little bit. Second, you want to ensure that nobody wins from these deaths - if the game ends before you can Reveal and take someone’s card, you’re entirely out of luck.


Part of Viola’s complexity comes from the fact that your strategy really depends on which captains you presume will be available.

Some people like to enter a midpoint position where they can pivot to win with any captain that dies, while others like to prepare for a specific subset of captains while ensuring that a captain of that “style” dies in time. Either way, your broad strategies are:

1) Improve the frequency of deaths

2) Maximize the odds that you’ll be able to win with a captain by the time they die

Let’s quickly talk about death: every time a captain dies, the game accelerates for the surviving captains. With fewer targets to attack, that increases the chance of being targeted next by a domination captain - but it also increases the chance of successfully pulling off a Reveal if you’re an ascension captain (ie if fewer people can Barrage you).

In other words, deaths increase the “swinginess” of games. You put yourself closer to death and victory at the same time when there are fewer captains around to stop each other. This can be a bad or good thing depending on whether you prefer planning or improvising your games.

In hindsight, my Puck guide was somewhat tinted by my penchant for aggressive strategies - you probably don’t have to go as hard as I do when playing Puck. But this time, Viola really does get easier once a handful of captains die. So if you want to win, start a ‘mask collection’. :)

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How to increase death frequency

In order to increase your odds of getting a good mask - a captain objective that suits you - you’ll want more captains to choose from.

For example, if you don’t have very much blood and Lady Macbeth dies, it’d be useful if another captain died so you could hopefully snag a Puck or Imogen. The more deaths in the game, the better the chances are that your current blood/health/energy/permits will be useful for someone’s win condition.

Viola reference image for Bo. “Is Viola the boy or girl?” “Yeah”

Viola reference image for Bo. “Is Viola the boy or girl?” “Yeah”

The obvious strategy to increase death frequency would be to say “well, Barrage everyone”. And while that would be my own method, you don’t necessarily have to be the one Barraging.

Indeed, if you can persuade others to attack a high-health or high-energy enemy, that saves you a handful of energy in addition to keeping hostility away from yourself.

The slightly more subtle point behind “get others to attack” is that you need to create an environment that encourages attacks, if you want to increase the number of dead captains in the game.

Mechanically, we designed captains to make attacks inevitable - but socially, you still want to eliminate any awkwardness that may otherwise arise from Barraging someone.

For example, many players get nervous about being the first to Barrage someone else because they don’t want to become part of a vengeful counterattack. That makes them hold back longer. Multiplied by a few players with the same mindset, if you go about things the wrong way, you’ll have to do all the work yourself - which can cost energy and make you an enemy.

Ironically, you can help players get less nervous by calmly launching the first few attacks yourself, and even by receiving an attack or two without complaint.

Normalizing attacks without hard feelings can make players more comfortable to join in. That leads to more lower-health captains, which increase your picks for later death. Just make sure that you don’t let yourself become the only target for attacks - always call attention to the potential Prosperos, Richard IIIs and Lady Macbeths at the table.

Encouraging a “barrage-friendly environment” isn’t always the right call depending on your prospective captain, however, so make sure you fill your toolkit with other approaches too.

If you’re not a player who typically springs for barrage-heavy behaviour, you may need to find an alternative method of nabbing yourself an easy objective.

My first exploratory Viola sketches for Bo. Exerpt from my email: “…she technically only wants one disguise at a time, instead of stealing everyone's identity, and is a lovable good character,so the usual archetype of evil face stealer doesn't apply…

My first exploratory Viola sketches for Bo.

Exerpt from my email: “…she technically only wants one disguise at a time, instead of stealing everyone's identity, and is a lovable good character… so the usual archetype of evil face stealer doesn't apply quite the same. Happy face copier?”


How to increase death quality

You could shop for five or six deaths… or just one.

While encouraging death will increase the odds of a good captain showing up, that’s not always the right call to make. Maybe you don’t have any good aggressive permits like Drain or Barrage. Maybe the table seems to be weirdly pacifist despite your best efforts.

Such scenarios may encourage you to lean further into a curation strategy than normal. It’s not like curation is mutually exclusive with graveyard-stacking, but leaning into this can become especially important when you can’t rely on odds to fall in your favour.

To increase the quality of your captain pool, you’ll need to:

  • Know the signs of each captain

  • Determine the captain that would be most likely to win in the current game state

  • Make sure that captain dies

Actually doing this stuff takes a lot of practice, and requires information and instinct you can’t get from this guide alone. One reason is that each player approaches captain playstyles in a different way - it’s not just enough to know that Prospero wants energy, you have to also consider each player’s inclinations and what it means about their identity.

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For example, you’ll have to recognize that ____ is quieter than normal when they play ascenders, while _____ accepts alliances with a different tone of voice. Meanwhile, ______ always Overcharges, so assuming he’s Prospero would be a false positive.

Once you have a good idea of which captains are in the game, you’ll want to wait for - or cause - a gamestate that maximizes the odds that any given captain will be a favourable pick for you.

For the most simple example, you can prepare for a potential Iago or Lady Macbeth death by getting blood before anyone dies. That way you won’t find yourself wincing if either of those two captains die, and instead be excited for the opportunity. The cost - two or three Strikes - is really not that high when you consider that it’ll bring you so much closer to victory.

Similarly, if you see some energy-hoarders at the table, it’s a safe bet that the likes of Prospero and Richard are present. If you can convince Prospero that you’re an ally, you can bait a Reveal. That’ll make everyone else spend energy killing him, and then you can ideally take his card at the moment of death and Reveal once everyone else is out of energy.

In general, when someone gets low on health, you may want to emulate their behaviour. That can help you prepare for their objective in advance, even if you’re not 100% sure what it is!

In many cases, curating your captain pool also means preparing death triggers at opportune times. After all, everyone will know who you’ve become as soon as you take their card, meaning you can only rely on the surprise of when you become a certain captain, rather than the surprise of who you are.

If your captain isn’t somebody like Iago or Imogen, you’ll need to make sure you can arrange your objective almost immediately after donning the mask.


Get in Character

While his official role is a spy, Viola always referred to himself as a ‘personal historian’. She possesses the rare ability to manifest the condensed desires of the forgotten and fallen into masks, which she considers to be immortalizations.

Their empathy, which allows them to make these masks in the first place, also gives them the strong compulsion to follow through with those desires.

Some sources indicate that - perhaps as a quirk of their gift - Viola takes an atypical stance on life and death. Their views allegedly align with cosmic philosopher Pons-2, most aptly summarized in this quote:

“Life is the flow of force to realize desire. Death is the end of desire. There are no people that die - there are only wills that fade and wills that endure.”

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As a Viola player, it’s your responsibility to carry on the wills of those who pass. To win, you must ensure you can actually follow through with whichever objective you decide to adopt.

A key mistake some beginner players make is preparing for victory after taking a mask. The two problems with doing that are:

1- Regular captains often need the entire game to prepare for their objective. If you only start about halfway through, that’s a big disadvantage.

2- Everybody will know which captain you are, meaning they’ll almost immediately want you to die depending on who you take.

The solution, luckily, is “simple”. Once you know a captain is in the game - either due to your intuition or because they’re face-up across the table - you can start taking a few steps towards approaching that goal.

For example, if you sense or see a Prospero, you can start Networking for Shield/Drain/Overcharge. In another example, if the table’s looking bloody, you’ll know that joining the blood train will increase your odds no matter who ends up dying.

In terms of specific captain strategies, though, things get a lot more complicated. That’s because your strategy changes when publicly taking somebody’s identity halfway through, compared to secretly realizing your plan from the start of the game.

Let’s take a look at some captain-specific relationships now.


Portia

Portia isn’t an ideal mask, since most of Portia’s power is about snagging an unexpected kill. This only really makes sense to strive for when you have an ally like Cordelia or King Lear on your side.

Most of your Portia-based interaction comes in the form of players being too scared to murder high-blood targets. This could be a problem since high-blood targets like Iago and Lady Macbeth are otherwise excellent mask choices - if you really want a bloody person to die, you’ll either make other people suspicious that you’re Portia, or you’ll otherwise directly grant Portia the killing blow.

Portia’s death is less helpful for mask purposes than it is for ‘unlocking’ future death. Once nobody is scared that the game will end from a specific captain’s death, it gets a lot easier to start tossing Barrages around.

…Of course, that also means things will get dangerous for you. Make sure you have some kind of alliance or leverage going on so that you can stay alive after Portia dies.

Prospero

Prospero is a fine captain to take late in the game. The easiest way to win with a Prospero mask is to fool him into forming an alliance with you before killing him, taking him, and Revealing yourself before your opponents can gain their energy back and fight you.

However, that type of scenario isn’t necessarily something you can directly shape. That’s more of a scenario you gently encourage. Realistically, most of your Prospero wins will come from late in the game, when there are only a handful of captains left - perhaps around round 11, when Puck is willing to lend his support.

On paper, hoarding energy to prepare for a sudden Prospero Reveal sounds like a good idea. Realistically, though, keeping that energy means fewer Barrages from you and more negative attention against you. Not a great combination.

Lady Macbeth

Lady Macbeth is one of the best masks you could ask for. Prospero’s resource - energy - is fluid, and the tradeoff is that he must very-clearly signal his intent a round in advance. In some ways, Prospero almost has two turns of being “Revealed”.

Conversely, Lady Macbeth’s resource - blood - can never be lost. It naturally accumulates over time without too much effort. Lategame, it’s common for multiple captains to rest at 2 or 3 blood, and that lets Lady Macbeth blend in much better for “surprise” Reveals.

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As Viola, such a playstyle works in your advantage. Before the first captain dies, you can easily sit at 2 blood, but you can’t really keep 6 energy without getting looks.

Thus, you can almost entirely prepare for a potential Lady Macbeth opportunity by simply dishing out two or three Strikes in advance, and you won’t get nearly as much hate as you would get for pooling up energy.

That is to say, while it’s not literally easier to win with Lady Macbeth compared to Prospero, it’s definitely easier to prepare at a moment’s notice, which is very useful for Viola who needs to rely on specific triggers in order to grab a captain card.

Additionally, the act of gaining blood (Striking and Barraging) actively brings you closer to a captain death, whereas hoarding energy runs counter to activating your trigger.

Overall, as Viola, you’d be just a little foolish to have any fewer than 2 blood. Just don’t be too obvious with your plans, or else you’ll just get pinned as Macbeth directly.

Iago

Iago is another excellent mask to take, but actually gaining him is tricky. The fact that everyone loves Iago makes it hard to want him dead, especially because the threat of Portia makes you look suspicious if you attack him at all.

Sometimes, it’s also literally difficult to just get that much blood. Iago’s actual action choices are technically not particularly creative - he needs to Strike or Barrage almost every other turn - and most of his gameplay comes from making friends with people and discussing alliances.

Because he can easily finish his objective with just Charge and Strike, it’s really easy for someone like him to amass blood. Meanwhile, you’ll likely need to dedicate more turns hedging your bets and preparing your permits (ie Networking for Barrage, Draining other captains to prevent early Reveals, etc).

Additionally, Iago gets away with attacking so frequently by constantly advertising his own identity. Your best bet to have him die is to cast doubt onto his identity - perhaps by claiming that you’re Iago - or to at least using him as leverage to ally with someone like Prospero.

For example, you could say something like “If we kill Iago, I’ll become him and help anyone else. I don’t want to have to oppose anyone’s Reveal, and once I become Iago you’ll have fewer people hitting you.”

Either way, if you think you might want to arrange an Iago plan, it’d be wise to start collecting blood soon.

Note that once you claim Iago, it’s a major advantage (Portia aside) to be publicly known as him, since captains can no longer doubt (or pretend to doubt) that you can be their friend. The hardest part is just becoming Iago in the first place.

Puck

Puck is an interesting mask to consider - compared to the original player, you have the useful advantage of being undeniably Puck. Normally it’s tough to fully trust someone who claims to be Puck, but in this case, the only real problems you have to contend with are captains trying to end the game before you’re ready.

My personal Puck playstyle is to prevent captains from winning by making everyone middle-health, and sowing enough discord that nobody trusts each other to bring anyone else into the kill zone. I also like to personally take out captains, if I suspect that somebody like Portia would otherwise win the game. Check out this guide if that sounds like fun.

As Viola, Puck isn’t a great option to take until later on in the game. He’s a rather difficult captain, and it’s generally wiser to check if you can get a lucky Cordelia or Iago mask before commiting to our green saboteur.

Cordelia

Cordelia is almost an automatic win, unless she marks you (but then you have an advantage in a different way). The only strategy you really need is ensuring you don’t murder Cordelia’s mark along the way.

Cordelia will often be happy to have you kill her and assume her identity, since you can both win together. Once you become Cordelia, you’re actually fine with dying too, which makes things even easier.

Brutus

Brutus is really tough to win as - a shapeshifter just doesn’t make for a very reliable mask. His entire identity basically revolves around never being noticed, so publicly grabbing his card in most cases is essentially a throw.

The main time you’ll grab Brutus is when you have a guaranteed kill on his mark - like if nobody has the energy to shield your lethal Barrage/Strike, for example.

The best you can do for/with Brutus is lower the health of his target a little, so that if Brutus dies, you will have done some of the work in advance already.

There are definitely cases where you can rally the table against Brutus, making everyone spend their energy killing him, and then suddenly becoming Brutus and finishing off the precious Loyal target once nobody has energy left to Shield.

Romeo / Juliet

You can’t actually become Romeo/Juliet since they die together. You can have a very limited alliance of sorts with them, however, due to the fact that they also want at least 4 other captains to die. You may want to lean into their likely endorsement of violence for a bit - at least before they start to target you - so that you can accelerate your mask collection.

Richard III

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The threat of Richard III will prevent you from wanting to hoard energy or from gently Striking everyone down to 5 or less health.

There’s not a ton you can do to ‘prepare’ for becoming Richard, other than doing your best to counter him while completing your own objective separately.

There’s the chance that Richard’s Reveal will leave you alive and kill everyone else, giving you a wide selection of captains to become, but it’s a lot more likely that his Reveal will also just straight-up kill you.

You can’t feasibly prepare for Richard without drawing negative attention for having so much energy, so I’d instead recommend doing your own thing and just keeping an eye out for grabbing his card if you suddenly realize you have a good shot.

Rosalind

(First of all, note that Viola can’t win as Rosalind if two captains have already died from damage. This bit is written assuming Rosalind was the first captain to die from damage).

Rosalind feels pretty different in Viola’s hands. Because Rosalind herself counts as the first death, Viola can’t win with assassins anymore. He can only win with an ascender, or otherwise stall the game until the end of round 7.

Luckily, that’s actually not too bad for Viola! While the original Rosalind had to prevent deaths since the start of the game, Viola may only have to prevent a second death for one or two more rounds.

Just so we’re clear with the maths - this isn’t saying it’s easier for Viola to prevent death than Rosalind, or that Viola truly has ‘fewer rounds’ (since it’s not like all captains go back to 10 health when Viola takes Rosalind).

What it means, though, is that Viola has the luxury of choosing if they want to take on Rosalind’s win condition or not. Rather than being forced to scramble if everyone is at low health, Viola can shrug and ignore her if it doesn’t look safe. You get most of the upside, with total control over whether or not you want the downside.

King Lear

King Lear is pretty similar to Cordelia but even stronger. I’ve lost as Viola>Lear before so it’s not totally foolproof, but it’s definitely a strategy you want to keep an eye on.

Because Lear Reveals himself at the end of round 4, he provides an easy kill-target: you can be 100% certain that you’re grabbing a high-value captain if you kill him. This strategy is only really countered by other players properly noticing your plans and killing you first.

Othello

I’d like to write out the nuances between Othello and Portia someday, but for Viola’s purposes, Othello is similar to Portia and Brutus. You can definitely win as Othello, but you’ll need to be pretty smooth and observant to make it work.

Tybalt / Mercutio

You can’t become them.

These captains are annoying because it’s suddenly quite likely that getting someone into critical health will lead to an immediate Tybalt/Mercutio victory. Identify them so you can save your energy and time on someone else.

Titus

Titus is a delightful captain to become, especially if you’ve been collecting blood for Iago and Lady Macbeth already. Aside from granting you an extra life of sorts, a Titus death means that he’s already Revealed and killed most of the table.

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Of course, that also means he probably just killed you in the process, which is less great.

Because killing him is so dangerous, your gameplay around Titus in practice ends up very similar to anyone else - kill him before his Reveal becomes too strong, or attempt to ignore him and win despite his violent behaviour.

One minor thing that works in your favour is that Titus will likely be attacking captains quite a bit over the rounds.

Games that include Titus will have more violence than normal, letting you save a bit of energy for potentially completing the objective of whoever Titus kills.

Consider choosing Strike over Barrage if you heavily suspect a Titus presence at the table, so your fellow captains can absorb some of his Reveal damage instead of it all going to you.

You can also put yourself to more health and less energy so that you’ll be a last-priority target for Titus if/when the time comes for him to Reveal.

Imogen

You can trick Imogen into Revealing by convincing her that you’ll end the game. Once she’s dead, you’ll be at a comfortable spot where everybody knows you’re an ally captain - an advantage that Imogen herself doesn’t even have.

The main problem with Viola -> Imogen is that your second Reveal will have dealt 6 damage to everyone at the table at that point, which makes things quite scary if Romeo/Juliet, Richard or Titus are in the game. You may need to spend some time healing up to ensure that you don’t self-sabotage and obliterate the table / provide an easy win for potential dominators.

Otherwise, Imogen is a great Viola target.


I don’t think Viola technically a “difficult” captain (I seem to win more often than not) but she’s definitely the most complex. Your odds of winning with her really depend on how familiar you are with every other captain.

Not only do you have a ton of strategies regarding how you choose and become any given captain, but you also have to try and get yourself into a position where a wide variety of deaths can fall in your favour.

You have the major disadvantage of everyone knowing your identity, and a slightly dampened ability to prepare for any specific win condition. But the advantage of flexibility is extraordinary in a game with so many different board states.

That flexibility may seem daunting - the lack of a solid identity means a kind of ambiguity regarding what you are “supposed” to be doing at any given time.

However, by setting yourself up with a handful of different methods, you’ll find that improvement doesn’t quite come from practicing a narrow set of actions. Rather, you’ll improve by always considering how and why you decide on your actions each time you play.

Let’s see who you’ll become!

 
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