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	<title>Player Strategy - Revision history</title>
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	<updated>2026-06-15T14:07:39Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>Administrator at 21:34, 20 July 2025</title>
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		<updated>2025-07-20T21:34:07Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:34, 20 July 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l5&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So, you've drawn a blue token out of the bag and you're not sure what to do next? Is there too much information being talked about? Not enough? Who do you vote for? Why? How do you figure out who is who? How do you get people to trust you? Read on, to find out more...&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So, you've drawn a blue token out of the bag and you're not sure what to do next? Is there too much information being talked about? Not enough? Who do you vote for? Why? How do you figure out who is who? How do you get people to trust you? Read on, to find out more...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Find out what your &amp;quot;job&amp;quot; is.''' When you get your character token from the bag, read your character ability and ask yourself &amp;quot;What is the main goal for my character?&amp;quot;. As a good player, your aim is to find and kill the Demon, but as a particular character, your sub-goal depends on what your character ability is. If you can achieve this character goal, then you will have contributed significantly to your team's chance of victory. Once you have figured out your character goal, strategies to achieve it will present themselves to your imagination. For example, if you are the {{Good|Saint}}, your &amp;quot;job&amp;quot; is to avoid getting executed - you can achieve this either by convincing the group that you are the {{Good|Saint}}, or by dying &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of a &lt;/del&gt;night &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;. If you are the {{Good|Undertaker}}, your &amp;quot;job&amp;quot; is to find out the identity of as many executed players as possible - you can do this by surviving as long as you can, and by &amp;quot;drumming up some business&amp;quot; by convincing the good team to execute players every single day. If you are the {{Good|Soldier}}, your &amp;quot;job&amp;quot; is to trick the Demon into attacking you, which prevents a good player from dying that night - you can do this in any number of ways.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Find out what your &amp;quot;job&amp;quot; is.''' When you get your character token from the bag, read your character ability and ask yourself &amp;quot;What is the main goal for my character?&amp;quot;. As a good player, your aim is to find and kill the Demon, but as a particular character, your sub-goal depends on what your character ability is. If you can achieve this character goal, then you will have contributed significantly to your team's chance of victory. Once you have figured out your character goal, strategies to achieve it will present themselves to your imagination. For example, if you are the {{Good|Saint}}, your &amp;quot;job&amp;quot; is to avoid getting executed - you can achieve this either by convincing the group that you are the {{Good|Saint}}, or by dying &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;during the &lt;/ins&gt;night. If you are the {{Good|Undertaker}}, your &amp;quot;job&amp;quot; is to find out the identity of as many executed players as possible - you can do this by surviving as long as you can, and by &amp;quot;drumming up some business&amp;quot; by convincing the good team to execute players every single day. If you are the {{Good|Soldier}}, your &amp;quot;job&amp;quot; is to trick the Demon into attacking you, which prevents a good player from dying that night - you can do this in any number of ways.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Get involved.''' The more active a part you take in the discussion, the more you will understand. Doing your best to engage and solve a puzzle activates your puzzle-solving abilities much more than simply sitting and listening.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Get involved.''' The more active a part you take in the discussion, the more you will understand. Doing your best to engage and solve a puzzle activates your puzzle-solving abilities much more than simply sitting and listening.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l69&quot;&gt;Line 69:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 69:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Sweet Cherries, I'm a Townsfolk! Now What? ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Sweet Cherries, I'm a Townsfolk! Now What? ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Share whatever information you have'''. If you are the {{Good|Empath}}, tell the group how many of your neighbours are evil. If you are the {{Good|Washerwoman}}, talk to the player(s) you believe to be the Townsfolk you learned. Share your information publicly by telling the whole group what you know, or share your information privately with one or two players who you trust. Either way, if you are sharing information, and they are sharing information, then you can put the pieces of the puzzle together in time. Even if you are not a character that learns information &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of a &lt;/del&gt;night &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;, you still have some type of information. For example, the {{Good|Slayer}}, if they slay the wrong player, knows at least that that player is NOT the Demon. The {{Good|Virgin}}, if nominated, learns something about the identity of the nominating player. The {{Good|Monk}}, can learn who the Demon attacked, if no players died tonight. If you are the {{Good|Soldier}} and the Demon attacks you, you learn that the Demon wanted you dead - which gives you some information about which player it might be!  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Share whatever information you have'''. If you are the {{Good|Empath}}, tell the group how many of your neighbours are evil. If you are the {{Good|Washerwoman}}, talk to the player(s) you believe to be the Townsfolk you learned. Share your information publicly by telling the whole group what you know, or share your information privately with one or two players who you trust. Either way, if you are sharing information, and they are sharing information, then you can put the pieces of the puzzle together in time. Even if you are not a character that learns information &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;during the &lt;/ins&gt;night, you still have some type of information. For example, the {{Good|Slayer}}, if they slay the wrong player, knows at least that that player is NOT the Demon. The {{Good|Virgin}}, if nominated, learns something about the identity of the nominating player. The {{Good|Monk}}, can learn who the Demon attacked, if no players died tonight. If you are the {{Good|Soldier}} and the Demon attacks you, you learn that the Demon wanted you dead - which gives you some information about which player it might be!  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Combine your information''' with other players' information. Any information that you have is, by itself, usually not enough to gain a huge advantage over evil. But if you seek out other good players, and put your information together, the effect is multiplied. Two facts are more than twice as effective as one fact.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Combine your information''' with other players' information. Any information that you have is, by itself, usually not enough to gain a huge advantage over evil. But if you seek out other good players, and put your information together, the effect is multiplied. Two facts are more than twice as effective as one fact.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Bluff'''! If you are a character that takes a few nights to collate their information, or becomes more powerful as the game develops, it can be very helpful to bluff as a character that the Demon does not want to kill. For example, if you are the {{Good|Undertaker}}, {{Good|Fortune Teller}}, {{Good|Empath}} or {{Good|Slayer}}, you can bluff as the {{Good|Ravenkeeper}}, {{Good|Soldier}}, or even the {{Good|Saint}}. This way, the good team will want to keep you alive, and the Demon will be afraid to kill you, allowing you to survive and gradually become more and more powerful. You will need to reveal your true identity to the group at some stage though...&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Bluff'''! If you are a character that takes a few nights to collate their information, or becomes more powerful as the game develops, it can be very helpful to bluff as a character that the Demon does not want to kill. For example, if you are the {{Good|Undertaker}}, {{Good|Fortune Teller}}, {{Good|Empath}} or {{Good|Slayer}}, you can bluff as the {{Good|Ravenkeeper}}, {{Good|Soldier}}, or even the {{Good|Saint}}. This way, the good team will want to keep you alive, and the Demon will be afraid to kill you, allowing you to survive and gradually become more and more powerful. You will need to reveal your true identity to the group at some stage though...&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**Another tricky strategy is to tell a single player (or two) who you are, but don't tell the group as a whole. If you die &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of a &lt;/del&gt;night &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;, it is probably because the player you revealed yourself to, is the Demon, or is a Minion who told the Demon who you are. For example, if you tell one and only one player that you are the {{Good|Monk}}, and you die that very night, then the player you told might very well be the {{Evil|Imp}}. Once players become aware that you use this strategy regularly, you can actually use it to keep yourself alive instead. For example, if you tell a single player that you are the {{Good|Monk}}, and that player is the Demon and also knows that you will tell the group that they are the Demon if you die at night, then they will be very apprehensive about killing you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of a &lt;/del&gt;night &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;. This is tricky business indeed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**Another tricky strategy is to tell a single player (or two) who you are, but don't tell the group as a whole. If you die &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;during the &lt;/ins&gt;night, it is probably because the player you revealed yourself to, is the Demon, or is a Minion who told the Demon who you are. For example, if you tell one and only one player that you are the {{Good|Monk}}, and you die that very night, then the player you told might very well be the {{Evil|Imp}}. Once players become aware that you use this strategy regularly, you can actually use it to keep yourself alive instead. For example, if you tell a single player that you are the {{Good|Monk}}, and that player is the Demon and also knows that you will tell the group that they are the Demon if you die at night, then they will be very apprehensive about killing you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;during the &lt;/ins&gt;night. This is tricky business indeed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**You can also give false information to the group for several days before reversing your position and giving the correct information. This works best if you give information that is obviously false from the Demon's perspective. Demons are less likely to kill good players that they believe are drunk, or are not telling the truth. For example, the {{Good|Fortune Teller}} chooses players each night, and each time they learn a &amp;quot;no&amp;quot;, they tell the group a &amp;quot;yes&amp;quot;, and each time they learn a &amp;quot;yes&amp;quot; they tell the group a &amp;quot;no&amp;quot;. The Demon, knowing for a fact that the Fortune Teller's information is incorrect, assumes that the Fortune Teller is not actually the Fortune Teller, but some other character that wants to be attacked at night, such as the {{Good|Ravenkeeper}} or the {{Good|Soldier}}, and is too afraid to attack the Fortune Teller. When the Fortune Teller tells the group that they have been lying about their information, but not their character, all hell breaks loose, and the Evil team starts sweating.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**You can also give false information to the group for several days before reversing your position and giving the correct information. This works best if you give information that is obviously false from the Demon's perspective. Demons are less likely to kill good players that they believe are drunk, or are not telling the truth. For example, the {{Good|Fortune Teller}} chooses players each night, and each time they learn a &amp;quot;no&amp;quot;, they tell the group a &amp;quot;yes&amp;quot;, and each time they learn a &amp;quot;yes&amp;quot; they tell the group a &amp;quot;no&amp;quot;. The Demon, knowing for a fact that the Fortune Teller's information is incorrect, assumes that the Fortune Teller is not actually the Fortune Teller, but some other character that wants to be attacked at night, such as the {{Good|Ravenkeeper}} or the {{Good|Soldier}}, and is too afraid to attack the Fortune Teller. When the Fortune Teller tells the group that they have been lying about their information, but not their character, all hell breaks loose, and the Evil team starts sweating.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Once you reveal you are a powerful Townsfolk''', particularly one that acts every night, you become a juicy target for nefarious characters such as the {{Evil|Poisoner}} or the {{Evil|Witch}}. If you believe that such characters are in play, you can often assume that you are their target, since such characters want to take out powerful Townsfolk as early as possible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Once you reveal you are a powerful Townsfolk''', particularly one that acts every night, you become a juicy target for nefarious characters such as the {{Evil|Poisoner}} or the {{Evil|Witch}}. If you believe that such characters are in play, you can often assume that you are their target, since such characters want to take out powerful Townsfolk as early as possible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Conversely, if you are a character that benefits from being attacked by the Demon''', then bluff as a character that the Demon would want to attack. If you are the {{Good|Ravenkeeper}}, {{Good|Soldier}}, or other characters of that ilk, bluffing as the {{Good|Fortune Teller}}, {{Good|Undertaker}}, {{Good|Slayer}} or even {{Good|Virgin}} can tempt the Demon into choosing you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of a &lt;/del&gt;night &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time&lt;/del&gt;. The {{Good|Ravenkeeper}} benefits enormously by gaining information, whilst the {{Good|Soldier}} prevents a good player from dying. This strategy is also useful if the {{Good|Monk}} is protecting you, or even if you are a character that has already used their ability or is a better choice for the Demon to kill. For example, if you are a {{Good|Chef}} that has already gained their information, a {{Good|Recluse}} or a {{Good|Saint}} that is not being believed to be an Outsider, or even a {{Good|Librarian}}, you can trick the Demon into killing you of a night, thus keeping the Townsfolk that are more powerful in the later game alive.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Conversely, if you are a character that benefits from being attacked by the Demon''', then bluff as a character that the Demon would want to attack. If you are the {{Good|Ravenkeeper}}, {{Good|Soldier}}, or other characters of that ilk, bluffing as the {{Good|Fortune Teller}}, {{Good|Undertaker}}, {{Good|Slayer}} or even {{Good|Virgin}} can tempt the Demon into choosing you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;during the &lt;/ins&gt;night. The {{Good|Ravenkeeper}} benefits enormously by gaining information, whilst the {{Good|Soldier}} prevents a good player from dying. This strategy is also useful if the {{Good|Monk}} is protecting you, or even if you are a character that has already used their ability or is a better choice for the Demon to kill. For example, if you are a {{Good|Chef}} that has already gained their information, a {{Good|Recluse}} or a {{Good|Saint}} that is not being believed to be an Outsider, or even a {{Good|Librarian}}, you can trick the Demon into killing you of a night, thus keeping the Townsfolk that are more powerful in the later game alive.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Whatever ability you have, milk it baby'''! If you use your ability as best you can, in the way that you feel is best, and all other Townsfolk are doing the same, then victory is certain. Probably. Maybe.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Whatever ability you have, milk it baby'''! If you use your ability as best you can, in the way that you feel is best, and all other Townsfolk are doing the same, then victory is certain. Probably. Maybe.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l140&quot;&gt;Line 140:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 140:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''You should never vote for your Demon''', unless you are 100% certain there is a backup plan (like the {{Evil|Scarlet Woman}}). The Demon's death is the end of the evil team! It will make you look like a good player if you vote for your Demon, but if the good team thinks the Demon is evil, then looking good whilst your Demon dies is inconsequential.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''You should never vote for your Demon''', unless you are 100% certain there is a backup plan (like the {{Evil|Scarlet Woman}}). The Demon's death is the end of the evil team! It will make you look like a good player if you vote for your Demon, but if the good team thinks the Demon is evil, then looking good whilst your Demon dies is inconsequential.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Support your Demon in their endeavors''' and protect them from the good team... even with your life. But it's more than that. A {{Evil|Poisoner}} for example may have the goal of undermining any powerful information character they can find in one game, but in another they may need to focus on undermining a troublesome {{Good|Monk}}. The {{Evil|Baron}} might have the goal of causing a lot of noise and wasting the good team's time, but in a different game they may choose to undermine a specific player, or even set themselves up to look evil so that the rest of the evil team can look good in comparison. Your job will change depending on the game composition and who is playing; knowing what you need to do is vital for the evil team's ultimate success.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Support your Demon in their endeavors''' and protect them from the good team... even with your life. But it's more than that. A {{Evil|Poisoner}}&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;for example&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;may have the goal of undermining any powerful information character they can find in one game, but in another they may need to focus on undermining a troublesome {{Good|Monk}}. The {{Evil|Baron}} might have the goal of causing a lot of noise and wasting the good team's time, but in a different game they may choose to undermine a specific player, or even set themselves up to look evil so that the rest of the evil team can look good in comparison. Your job will change depending on the game composition and who is playing; knowing what you need to do is vital for the evil team's ultimate success.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you are suspected or known to be evil, nominate your Demon''' to psych out the good team. OR, start protecting a random good player so that the rest of the Town suspects that they are also evil.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you are suspected or known to be evil, nominate your Demon''' to psych out the good team. OR, start protecting a random good player so that the rest of the Town suspects that they are also evil.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stay alive'''! The evil team is completely outnumbered, and a dead evil player means one less free vote and one less evil ability in rotation. Prioritizing your survival (and the survival of your fellow evil players) is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pretty &lt;/del&gt;vital, especially as the number of living players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dwindle&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stay alive'''! The evil team is completely outnumbered, and a dead evil player means one less free vote and one less evil ability in rotation. Prioritizing your survival (and the survival of your fellow evil players) is vital, especially as the number of living players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dwindles&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Your death is not the end of the game''' for the evil team! If comes down to you or the Demon going to the chopping block, make sure it's you. Good players will even be more likely to trust you if you die with grace, so you will have plenty of opportunities to interfere even without your ability.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Your death is not the end of the game''' for the evil team! If &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/ins&gt;comes down to you or the Demon going to the chopping block, make sure it's you. Good players will even be more likely to trust you if you die with grace, so you will have plenty of opportunities to interfere even without your ability.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l152&quot;&gt;Line 152:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 152:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Oh My, I'm the Demon! Now What? ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Oh My, I'm the Demon! Now What? ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stay alive!''' Your death is the end of the evil team unless you have a backup plan in place like the {{Evil|Devil's Advocate}} or {{Evil|Scarlet Woman}}. You can achieve this by any means necessary - lie, undermine the good players, sacrifice a Minion! Provided you're alive, the evil team has a chance.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Stay alive!''' Your death is the end of the evil team unless you have a backup plan in place&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;like the {{Evil|Devil's Advocate}} or {{Evil|Scarlet Woman}}. You can achieve this by any means necessary - lie, undermine the good players, sacrifice a Minion! Provided you're alive, the evil team has a chance.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Utilize your teammates''' to lie and sneak through the town, gaining the trust of the good team until only evil remains. Every game will have a lot of nitty gritty decisions; do you defend your Minion, or throw them under the bus? Do you befriend and gain the trust of a good player, or undermine them and their information with suspicion and deceit? Do you kill the {{Good|Fortune Teller}} before they become a thorn in your side, or leave them alive a little longer so people start to wonder why the Demon hasn't taken care of them yet? Your goal is always the same, but your job will change depending on the players and characters you're up against. Knowing what to prioritize is vital to leading your team to victory.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Utilize your teammates''' to lie and sneak through the town, gaining the trust of the good team until only evil remains. Every game will have a lot of nitty&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/ins&gt;gritty decisions; do you defend your Minion, or throw them under the bus? Do you befriend and gain the trust of a good player, or undermine them and their information with suspicion and deceit? Do you kill the {{Good|Fortune Teller}} before they become a thorn in your side, or leave them alive a little longer so people start to wonder why the Demon hasn't taken care of them yet? Your goal is always the same, but your job will change depending on the players and characters you're up against. Knowing what to prioritize is vital to leading your team to victory.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Knowing who to kill and when''' can often be what turns the tide for the evil team. Every Townsfolk and even some of the Outsiders are threats to you and your fellow evil - eliminating them is something only the Demon can do. Taking out that {{Good|Slayer}} before they get to try and shoot, or removing an {{Good|Empath}} before they get that read on your Minion is very satisfying.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Knowing who to kill and when''' can often be what turns the tide for the evil team. Every Townsfolk and even some of the Outsiders are threats to you and your fellow evil - eliminating them is something only the Demon can do. Taking out that {{Good|Slayer}} before they get to try and shoot, or removing an {{Good|Empath}} before they get that read on your Minion is very satisfying.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=2058&amp;oldid=prev</id>
		<title>Administrator: /* Thank Heavens, I'm Good! Now What? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=2058&amp;oldid=prev"/>
		<updated>2024-06-02T22:09:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Thank Heavens, I&amp;#039;m Good! Now What?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:09, 2 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot;&gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Finding out who is ''not'' the Demon is just as important as who IS the Demon'''. It would be a short and unpleasant game for the evil team if the good team could figure out who the Demon was quickly and easily each game. The game is designed so that information comes into the game gradually, and much of the information is directed at learning who is good. This is good news! If you can figure out who is good, you know who ''not'' to kill! Keeping players you trust alive is just as effective as killing players you believe are evil. Once all living players (except one) are trustworthy, you have (hopefully!) found the Demon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Finding out who is ''not'' the Demon is just as important as who IS the Demon'''. It would be a short and unpleasant game for the evil team if the good team could figure out who the Demon was quickly and easily each game. The game is designed so that information comes into the game gradually, and much of the information is directed at learning who is good. This is good news! If you can figure out who is good, you know who ''not'' to kill! Keeping players you trust alive is just as effective as killing players you believe are evil. Once all living players (except one) are trustworthy, you have (hopefully!) found the Demon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Use single-chain logic whenever you can'''. This means to &amp;quot;follow the chain of information to its logical conclusion&amp;quot;. When doing this, assume that [[States#&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Poisoned/Drunk&lt;/del&gt;|Drunkenness]] or [[States#&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Poisoned/Drunk&lt;/del&gt;|Poisoning]] are not a factor. Ignore them, assume that one particular player is telling the truth, and see where you arrive at logically from that point onward. If you arrive at sensible conclusions, then the player you assumed was telling the truth, probably was. If you arrive at ridiculous conclusions, then the player you assumed was telling the truth, probably wasn't. Basically, if your conclusion seems correct, your assumption probably is correct too. If your conclusion is obviously incorrect, your assumption must be incorrect too. For example:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Use single-chain logic whenever you can'''. This means to &amp;quot;follow the chain of information to its logical conclusion&amp;quot;. When doing this, assume that [[States#&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Drunkenness_and_Poisoning&lt;/ins&gt;|Drunkenness]] or [[States#&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Drunkenness_and_Poisoning&lt;/ins&gt;|Poisoning]] are not a factor. Ignore them, assume that one particular player is telling the truth, and see where you arrive at logically from that point onward. If you arrive at sensible conclusions, then the player you assumed was telling the truth, probably was. If you arrive at ridiculous conclusions, then the player you assumed was telling the truth, probably wasn't. Basically, if your conclusion seems correct, your assumption probably is correct too. If your conclusion is obviously incorrect, your assumption must be incorrect too. For example:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=2057&amp;oldid=prev</id>
		<title>Administrator: /* Thank Heavens, I'm Good! Now What? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=2057&amp;oldid=prev"/>
		<updated>2024-06-02T22:08:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Thank Heavens, I&amp;#039;m Good! Now What?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:08, 2 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot;&gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Finding out who is ''not'' the Demon is just as important as who IS the Demon'''. It would be a short and unpleasant game for the evil team if the good team could figure out who the Demon was quickly and easily each game. The game is designed so that information comes into the game gradually, and much of the information is directed at learning who is good. This is good news! If you can figure out who is good, you know who ''not'' to kill! Keeping players you trust alive is just as effective as killing players you believe are evil. Once all living players (except one) are trustworthy, you have (hopefully!) found the Demon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Finding out who is ''not'' the Demon is just as important as who IS the Demon'''. It would be a short and unpleasant game for the evil team if the good team could figure out who the Demon was quickly and easily each game. The game is designed so that information comes into the game gradually, and much of the information is directed at learning who is good. This is good news! If you can figure out who is good, you know who ''not'' to kill! Keeping players you trust alive is just as effective as killing players you believe are evil. Once all living players (except one) are trustworthy, you have (hopefully!) found the Demon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Use single-chain logic whenever you can'''. This means to &amp;quot;follow the chain of information to its logical conclusion&amp;quot;. When doing this, assume that [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Status&lt;/del&gt;#Poisoned/Drunk|Drunkenness]] or [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Status&lt;/del&gt;#Poisoned/Drunk|Poisoning]] are not a factor. Ignore them, assume that one particular player is telling the truth, and see where you arrive at logically from that point onward. If you arrive at sensible conclusions, then the player you assumed was telling the truth, probably was. If you arrive at ridiculous conclusions, then the player you assumed was telling the truth, probably wasn't. Basically, if your conclusion seems correct, your assumption probably is correct too. If your conclusion is obviously incorrect, your assumption must be incorrect too. For example:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Use single-chain logic whenever you can'''. This means to &amp;quot;follow the chain of information to its logical conclusion&amp;quot;. When doing this, assume that [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;States&lt;/ins&gt;#Poisoned/Drunk|Drunkenness]] or [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;States&lt;/ins&gt;#Poisoned/Drunk|Poisoning]] are not a factor. Ignore them, assume that one particular player is telling the truth, and see where you arrive at logically from that point onward. If you arrive at sensible conclusions, then the player you assumed was telling the truth, probably was. If you arrive at ridiculous conclusions, then the player you assumed was telling the truth, probably wasn't. Basically, if your conclusion seems correct, your assumption probably is correct too. If your conclusion is obviously incorrect, your assumption must be incorrect too. For example:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1710&amp;oldid=prev</id>
		<title>Administrator: /* Goddammit, I'm an Outsider! Now What? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1710&amp;oldid=prev"/>
		<updated>2024-01-02T12:45:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Goddammit, I&amp;#039;m an Outsider! Now What?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:45, 2 January 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l89&quot;&gt;Line 89:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 89:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*  '''Information that you receive will be more vague and based more on intuition than deduction''' - but there are still useful points to be gained if you are crafty and observant. For example, if you are the {{Good|Saint}}, pay particular attention to players especially enthusiastic about executing you - they are probably evil. If you are the {{Good|Butler}}, pay attention to when your master votes - if they know you are their {{Good|Butler}}, they will usually vote so that you vote too. If you are the {{Good|Drunk}}, and you can figure out that you are the {{Good|Drunk}}, then you learn that any information you receive(d) is (almost certainly) false, that nobody else the Drunk, and that at least one Outsider is in play - all of which can be very useful information.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*  '''Information that you receive will be more vague and based more on intuition than deduction''' - but there are still useful points to be gained if you are crafty and observant. For example, if you are the {{Good|Saint}}, pay particular attention to players especially enthusiastic about executing you - they are probably evil. If you are the {{Good|Butler}}, pay attention to when your master votes - if they know you are their {{Good|Butler}}, they will usually vote so that you vote too. If you are the {{Good|Drunk}}, and you can figure out that you are the {{Good|Drunk}}, then you learn that any information you receive(d) is (almost certainly) false, that nobody else the Drunk, and that at least one Outsider is in play - all of which can be very useful information.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Count the number of players who are claiming to be Outsiders''', and compare this number to how many Outsiders are supposed to be in play. (This number is listed on the Traveller sheet, which should be under the Town Square in the center of the circle). If the number of players claiming to be Outsiders is the correct number, you can safely assume that those players are good - this is helpful, because even though Outsider abilities are unhelpful to the team, you know that those players are good, and you should be executing all other players instead. For example, if the game is supposed to have two Outsiders, and players have claimed to be the {{Good|Saint}} and the {{Good|Butler}}, then they are probably telling the truth.  If there are too many players claiming to be Outsiders, you know that one (or more!) of them are lying. For example, if the game is supposed to have only one Outsider, and two players are claiming to be the {{Good|Goon}} and the {{Good|Moonchild}}, then you should probably kill both of them, since at least one of them is evil. However, if you have fewer players claim to be Outsiders than Outsiders in play, then there is a character in play that either reduces the number of Outsiders in play (such as the {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Good&lt;/del&gt;|Godfather}}), or makes Outsiders invisible (such as the {{Good|Drunk}}). Either way, this is information that you can use.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Count the number of players who are claiming to be Outsiders''', and compare this number to how many Outsiders are supposed to be in play. (This number is listed on the Traveller sheet, which should be under the Town Square in the center of the circle). If the number of players claiming to be Outsiders is the correct number, you can safely assume that those players are good - this is helpful, because even though Outsider abilities are unhelpful to the team, you know that those players are good, and you should be executing all other players instead. For example, if the game is supposed to have two Outsiders, and players have claimed to be the {{Good|Saint}} and the {{Good|Butler}}, then they are probably telling the truth.  If there are too many players claiming to be Outsiders, you know that one (or more!) of them are lying. For example, if the game is supposed to have only one Outsider, and two players are claiming to be the {{Good|Goon}} and the {{Good|Moonchild}}, then you should probably kill both of them, since at least one of them is evil. However, if you have fewer players claim to be Outsiders than Outsiders in play, then there is a character in play that either reduces the number of Outsiders in play (such as the {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evil&lt;/ins&gt;|Godfather}}), or makes Outsiders invisible (such as the {{Good|Drunk}}). Either way, this is information that you can use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you think that you will be alive on the final day''', it can be best to not reveal who you are until that day arrives. At that point, when just three or four players are alive, revealing that you are an Outsider will often be believed, since there is supposed to be an Outsider in play. This means that if you are believed, then that is one less player that is suspicious enough to be executed. Instead of the good team choosing between three players to execute, for example, they are choosing between two. Increasing the odds of your team winning from 33% to 50% is a pretty significant boon.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you think that you will be alive on the final day''', it can be best to not reveal who you are until that day arrives. At that point, when just three or four players are alive, revealing that you are an Outsider will often be believed, since there is supposed to be an Outsider in play. This means that if you are believed, then that is one less player that is suspicious enough to be executed. Instead of the good team choosing between three players to execute, for example, they are choosing between two. Increasing the odds of your team winning from 33% to 50% is a pretty significant boon.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1643&amp;oldid=prev</id>
		<title>Administrator: /* Thank Heavens, I'm Good! Now What? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1643&amp;oldid=prev"/>
		<updated>2023-12-01T08:34:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Thank Heavens, I&amp;#039;m Good! Now What?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:34, 1 December 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot;&gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you want to reveal your character to the group, but don't want the Demon to know who you are''', you can tell another player to pretend to be your character, or to simply tell the group your information on your behalf. For example, if a player says &amp;quot;I know that an {{Good|Investigator}} is in play, and that either Amy or Evin is the Minion, but I'm not going to reveal who the Investigator is&amp;quot;, then your identity is kept secret.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''If you want to reveal your character to the group, but don't want the Demon to know who you are''', you can tell another player to pretend to be your character, or to simply tell the group your information on your behalf. For example, if a player says &amp;quot;I know that an {{Good|Investigator}} is in play, and that either Amy or Evin is the Minion, but I'm not going to reveal who the Investigator is&amp;quot;, then your identity is kept secret.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Tell the truth at some stage'''. While you do not have to reveal your character to the group straight away, you should reveal who you are, truthfully, before the final nominations occur. Some characters can benefit by hiding for a few days so as to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collection &lt;/del&gt;information, but on the whole, the more good players who truthfully say who they are, the more information the good team has to collaborate and coordinate with. Even if you reveal which character you are, and you die because of it, you are still in the game, and your opinion may be even more respected.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Tell the truth at some stage'''. While you do not have to reveal your character to the group straight away, you should reveal who you are, truthfully, before the final nominations occur. Some characters can benefit by hiding for a few days so as to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collect &lt;/ins&gt;information, but on the whole, the more good players who truthfully say who they are, the more information the good team has to collaborate and coordinate with. Even if you reveal which character you are, and you die because of it, you are still in the game, and your opinion may be even more respected.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Prove who you are'''. This is difficult, but doable. In most cases, your character ability will not prove who you are to the group, but  other characters' abilities may be able to prove who you are. Or, at least, provide good with a case that is good enough to keep you alive. For example, if the {{Good|Chef}} says that evil players are not sitting next to each other, and you can convince the group that one of your neighbours is evil by utilizing the abilities of the {{Good|Undertaker}}, {{Good|Virgin}}, {{Good|Empath}}, {{Good|Investigator}} or even the {{Good|Recluse}}, then you can look golden.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Prove who you are'''. This is difficult, but doable. In most cases, your character ability will not prove who you are to the group, but  other characters' abilities may be able to prove who you are. Or, at least, provide good with a case that is good enough to keep you alive. For example, if the {{Good|Chef}} says that evil players are not sitting next to each other, and you can convince the group that one of your neighbours is evil by utilizing the abilities of the {{Good|Undertaker}}, {{Good|Virgin}}, {{Good|Empath}}, {{Good|Investigator}} or even the {{Good|Recluse}}, then you can look golden.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l87&quot;&gt;Line 87:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 87:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Find a way to overcome your character limitation'''. Your character ability is a hindrance to your team, and can drastically hamper your team's chances of winning; but if you can nullify that ability (or even turn it into an advantage!), then you have become a significant help to to your team, and increased the chance of a good victory. For example, if you are the {{Good|Saint}}, then do whatever you can to prove you are the Saint. If you are the {{Good|Klutz}}, then do some investigation and find a good player - if you die and use your ability on them, you have confirmed that player as good.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Find a way to overcome your character limitation'''. Your character ability is a hindrance to your team, and can drastically hamper your team's chances of winning; but if you can nullify that ability (or even turn it into an advantage!), then you have become a significant help to to your team, and increased the chance of a good victory. For example, if you are the {{Good|Saint}}, then do whatever you can to prove you are the Saint. If you are the {{Good|Klutz}}, then do some investigation and find a good player - if you die and use your ability on them, you have confirmed that player as good.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*  '''Information that you receive will be more vague and based more on intuition than deduction''' - but there are still useful points to be gained if you are crafty and observant. For example, if you are the {{Good|Saint}}, pay particular attention to players especially enthusiastic about executing you - they are probably evil. If you are the {{Good|Butler}}, pay attention to when your master votes - if they know you are their {{Good|Butler}}, they will usually vote so that you vote too. If you are the {{Good|Drunk}}, and you can figure out that you are the {{Good|Drunk}}, then you learn that any information you receive(d) is (almost certainly) false, that nobody &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;else &lt;/del&gt;else the Drunk, and that at least one Outsider is in play - all of which can be very useful information.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*  '''Information that you receive will be more vague and based more on intuition than deduction''' - but there are still useful points to be gained if you are crafty and observant. For example, if you are the {{Good|Saint}}, pay particular attention to players especially enthusiastic about executing you - they are probably evil. If you are the {{Good|Butler}}, pay attention to when your master votes - if they know you are their {{Good|Butler}}, they will usually vote so that you vote too. If you are the {{Good|Drunk}}, and you can figure out that you are the {{Good|Drunk}}, then you learn that any information you receive(d) is (almost certainly) false, that nobody else the Drunk, and that at least one Outsider is in play - all of which can be very useful information.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Count the number of players who are claiming to be Outsiders''', and compare this number to how many Outsiders are supposed to be in play. (This number is listed on the Traveller sheet, which should be under the Town Square in the center of the circle). If the number of players claiming to be Outsiders is the correct number, you can safely assume that those players are good - this is helpful, because even though Outsider abilities are unhelpful to the team, you know that those players are good, and you should be executing all other players instead. For example, if the game is supposed to have two Outsiders, and players have claimed to be the {{Good|Saint}} and the {{Good|Butler}}, then they are probably telling the truth.  If there are too many players claiming to be Outsiders, you know that one (or more!) of them are lying. For example, if the game is supposed to have only one Outsider, and two players are claiming to be the {{Good|Goon}} and the {{Good|Moonchild}}, then you should probably kill both of them, since at least one of them is evil. However, if you have fewer players claim to be Outsiders than Outsiders in play, then there is a character in play that either reduces the number of Outsiders in play (such as the {{Good|Godfather}}), or makes Outsiders invisible (such as the {{Good|Drunk}}). Either way, this is information that you can use.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* '''Count the number of players who are claiming to be Outsiders''', and compare this number to how many Outsiders are supposed to be in play. (This number is listed on the Traveller sheet, which should be under the Town Square in the center of the circle). If the number of players claiming to be Outsiders is the correct number, you can safely assume that those players are good - this is helpful, because even though Outsider abilities are unhelpful to the team, you know that those players are good, and you should be executing all other players instead. For example, if the game is supposed to have two Outsiders, and players have claimed to be the {{Good|Saint}} and the {{Good|Butler}}, then they are probably telling the truth.  If there are too many players claiming to be Outsiders, you know that one (or more!) of them are lying. For example, if the game is supposed to have only one Outsider, and two players are claiming to be the {{Good|Goon}} and the {{Good|Moonchild}}, then you should probably kill both of them, since at least one of them is evil. However, if you have fewer players claim to be Outsiders than Outsiders in play, then there is a character in play that either reduces the number of Outsiders in play (such as the {{Good|Godfather}}), or makes Outsiders invisible (such as the {{Good|Drunk}}). Either way, this is information that you can use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1641&amp;oldid=prev</id>
		<title>Administrator: /* Thank Heavens, I'm Good! Now What? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=1641&amp;oldid=prev"/>
		<updated>2023-12-01T08:32:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Thank Heavens, I&amp;#039;m Good! Now What?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:32, 1 December 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 46:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;**The {{Good|Undertaker}} learns that the last three executed players were the {{Good|Washerwoman}}, the {{Good|Investigator}} and the {{Good|Butler}}. Trusting that the {{Good|Undertaker}} is telling the truth, you can infer that the {{Good|Washerwoman}}, {{Good|Investigator}}, and {{Good|Butler}} are also telling the truth. Therefore, the {{Good|Washerwoman}}'s information is correct (which means you can now trust the Townsfolk that they learnt about) and the {{Good|Investigator}}'s information is correct too. And in this case, the {{Good|Investigator}} is claiming that they learnt that either the player claiming {{Good|Butler}}, or the player claiming {{Good|Saint}} is actually the {{Evil|Baron}}. Since you trust the {{Good|Butler}} and the {{Good|Investigator}} (continuing on the assumption that the {{Good|Undertaker}} is telling the truth), you now know that the player claiming to be the {{Good|Saint}} is actually the {{Evil|Baron}}.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Virgin}} is nominated by the player claiming to be the {{Good|Empath}}, who is executed immediately due to the {{Good|Virgin}}'s ability. The {{Good|Empath}} is claiming that both their neighbours are evil. But the {{Good|Fortune Teller}} is claiming that neither of the {{Good|Empath}}'s neighbours is the Demon. Since (in this game), there are only two evil players, something is fishy. Starting with the obvious fact that the {{Good|Virgin}} is who they say they are, you can deduce that the {{Good|Fortune Teller}} is lying, since the {{Good|Empath}} is a confirmed Townsfolk.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Investigator}} learns that one of two players is the {{Evil|Scarlet Woman}}. Assuming that the {{Good|Investigator}} is telling the truth, the good team executes both of these players. Afterwards, the {{Good|Slayer}} kills the Demon and the game continues. Given that there is only one Minion in play, this must mean that the {{&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Good&lt;/del&gt;|Scarlet Woman}} is still alive. If you assume that the {{Good|Investigator}} is telling the truth, then an impossibility occurs, so the {{Good|Investigator}} must be lying, or drunk/poisoned.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Investigator}} learns that one of two players is the {{Evil|Scarlet Woman}}. Assuming that the {{Good|Investigator}} is telling the truth, the good team executes both of these players. Afterwards, the {{Good|Slayer}} kills the Demon and the game continues. Given that there is only one Minion in play, this must mean that the {{&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Evil&lt;/ins&gt;|Scarlet Woman}} is still alive. If you assume that the {{Good|Investigator}} is telling the truth, then an impossibility occurs, so the {{Good|Investigator}} must be lying, or drunk/poisoned.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Ravenkeeper}} dies at night and claims that the player claiming to be the {{Good|Mayor}} is actually the {{Good|Drunk}}. Assuming that the {{Good|Ravenkeeper}} is telling the truth, that means that an Outsider is in play. But in this game, there are not supposed to be any Outsiders, which means the Minion is a {{Evil|Baron}}. If the {{Evil|Baron}} is in-play, then that player that has been claiming to be the {{Good|Recluse}} all game, is actually the {{Good|Recluse}} (since in this game, no other players are claiming to be Outsiders).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The {{Good|Ravenkeeper}} dies at night and claims that the player claiming to be the {{Good|Mayor}} is actually the {{Good|Drunk}}. Assuming that the {{Good|Ravenkeeper}} is telling the truth, that means that an Outsider is in play. But in this game, there are not supposed to be any Outsiders, which means the Minion is a {{Evil|Baron}}. If the {{Evil|Baron}} is in-play, then that player that has been claiming to be the {{Good|Recluse}} all game, is actually the {{Good|Recluse}} (since in this game, no other players are claiming to be Outsiders).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=329&amp;oldid=prev</id>
		<title>Administrator: Created page with &quot;This is a page covering general strategies for good and evil players. This is a guide and not gospel. Follow your heart!  == Thank Heavens, I'm Good! Now What? ==  So, you've drawn a blue token out of the bag and you're not sure what to do next? Is there too much information being talked about? Not enough? Who do you vote for? Why? How do you figure out who is who? How do you get people to trust you? Read on, to find out more...  * '''Find out what your &quot;job&quot; is.''' When...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;diff=329&amp;oldid=prev"/>
		<updated>2023-03-05T13:13:03Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;This is a page covering general strategies for good and evil players. This is a guide and not gospel. Follow your heart!  == Thank Heavens, I&amp;#039;m Good! Now What? ==  So, you&amp;#039;ve drawn a blue token out of the bag and you&amp;#039;re not sure what to do next? Is there too much information being talked about? Not enough? Who do you vote for? Why? How do you figure out who is who? How do you get people to trust you? Read on, to find out more...  * &amp;#039;&amp;#039;&amp;#039;Find out what your &amp;quot;job&amp;quot; is.&amp;#039;&amp;#039;&amp;#039; When...&amp;quot;&lt;/p&gt;
&lt;a href=&quot;https://wiki.bloodontheclocktower.com/index.php?title=Player_Strategy&amp;amp;diff=329&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Administrator</name></author>
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