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Ravenkeeper and Slayer: Difference between pages

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[[File:icon_ravenkeeper.png|250px]]
[[File:icon_slayer.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<p class='flavour'>"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."</p>
<p class='flavour'>"Die."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"If you die at night, you are woken to choose a player: you learn their character."
"Once per game, during the day, publicly choose a player: if they are the Demon, they die."


If the Ravenkeeper dies at night, they get to learn one player's character.
The Slayer can kill the Demon by guessing who they are.
* The Ravenkeeper is woken on the night that they die, and chooses a player immediately.
* The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
* The Ravenkeeper may choose a dead player if they wish.
* The players do not learn the identity of the dead player. After all, it may have been the Recluse!
* A Slayer that uses their ability while poisoned or drunk may not use it again.
* The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again.
* Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.
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== How to Run ==
== How to Run ==
If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's '''NO ABILITY''' reminder token by the Slayer token.


We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
 
When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
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<div class='example'>
<div class='example'>
The Ravenkeeper is killed by the {{Evil|Imp}}, and then wakes to choose a player. After some deliberation, they choose Benjamin. Benjamin is the {{Good|Empath}}, and the Ravenkeeper learns this.
The Slayer chooses the {{Evil|Imp}}. The {{Evil|Imp}} dies, and good wins!
</div>
 
<div class='example'>
The Slayer chooses the {{Good|Recluse}}. The Storyteller decides that the {{Good|Recluse}} registers as the {{Evil|Imp}}, so the {{Good|Recluse}} dies, but the game continues.
</div>
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}} doesn't die, but the Ravenkeeper dies instead, due to the {{Good|Mayor}}'s ability. The Ravenkeeper is woken and chooses Douglas, who is a dead {{Good|Recluse}}. The Ravenkeeper learns that Douglas is the {{Evil|Scarlet Woman}}, since the {{Good|Recluse}} registered as a Minion.
The {{Evil|Imp}} is bluffing as the Slayer. They declare that they use their Slayer ability on the {{Evil|Scarlet Woman}}. Nothing happens.
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== Tips & Tricks ==
== Tips & Tricks ==


* If the Demon knows you are the Ravenkeeper, they are very unlikely to kill you. It is to your benefit to bluff as a character who is a constant threat to the evil team, such as the {{Good|Empath}}, {{Good|Fortune Teller}}, {{Good|Slayer}}, or {{Good|Undertaker}}. Even bluffing as a good character that tends to be trusted by the good team (such as {{Good|Chef}} or {{Good|Washerwoman}}) can make you look like a trusted good player in the eyes of the Demon, and attract their attention at night.
* Using your ability late in the game is far more effective than using it early in the game. When fewer people are alive, there is a greater chance that you will select the Demon and win the game. Also, if fewer than five players are alive, then the {{Evil|Scarlet Woman}} cannot become the Demon after you kill it.
 
* However, using your ability early in the game is better than not using your ability at all because you're dead. Most players will die before the final day arrives, so the odds that you'll also be dead by then are high. Make sure you use your ability before you die. The Demon will want to kill you as soon as possible, so it is usually best to wait, then claim to be the Slayer only on the day that you intend to use your ability.
 
* Coordinate with the other good players to help you select which player to choose. When you tell the group that you are the Slayer, you may find that many players reveal who they are and what information they have, so that you can make the best decision about who to slay. You can make particular use of a {{Good|Fortune Teller}}'s info to find people who might be the Demon.


* The Ravenkeeper gets some of the best information in Trouble Brewing. Think about whose character you would like to learn before each night falls. You won't want to make a hasty decision and choose wildly in the moment.
* Most of the time, the player that you choose to slay will not be the Demon. This is still useful to do, since you now know a player that is definitely NOT the Demon. Knowing who the Demon isn't is almost as useful as knowing who the Demon is.


* Choosing living players in usually more beneficial than choosing dead players. If you learn a living player is good, you know not to execute them. If you learn a living player is evil, you know you shouldn't trust them! However, every so often, confirming that a dead player is good can be an enormous help. For example, confirming that a dead {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}} or {{Good|Chef}} is telling the truth can help you verify their information, or picking a dead player you have suspicions about can confirm that an evil player is dead. That might even back up the {{Good|Investigator}} or {{Good|Fortune Teller}}.
* Sometimes, it can be useful to choose to slay a player, not because you think that they are the Demon, but because you just want to make sure that they are not. For example, if a player is claiming to be the {{Good|Saint}}, and is about to be executed, you can prove that they are not the Demon by using your ability on them - if they don't die, you will probably want to execute somebody else instead!


* Beware of the {{Evil|Spy}} and the {{Good|Recluse}}. If you believe a player is one of them, it is unlikely that you will learn their true character if you choose them, owing to their abilities to register as other characters.
* An advanced strategy can be to try to influence the Demon's kills with your shot. If someone claims to be the {{Good|Ravenkeeper}}, try to slay them. If they aren't the {{Evil|Imp}}, the real Demon will be forced to make a difficult choice: to kill them, and give them information, or to leave them alive late into the game with everyone knowing they aren't the Demon?


* If you learn a player is the {{Good|Drunk}}, then not only do you know that they are good, you can be reasonably certain that any information they gave to the group is wrong.
* When you choose to use your ability, the Storyteller should allow a minute or so for the group to discuss who they think you should choose. They may give you advice, but it is always your decision. This period can be a good time to pretend to be "about to choose" a particular player... just so you can watch to see how much they sweat under pressure. If, for example, you really want to slay the player claiming to be the {{Good|Mayor}}, you can tell the group that you are really keen to choose the player claiming {{Good|Soldier}}, but secretly you want to see how the {{Good|Soldier}} player reacts before making your final choice.


* Remember that you only get your information if you die at night. Getting killed during the day reveals nothing to you.
* If you find a {{Good|Monk}} in play, convince them to protect you every night. This way, you can publicly claim to be the Slayer, safe in the knowledge that the Demon can not kill you tonight. Whilst the {{Good|Monk}} is alive, you know you will always be alive tomorrow, so are under no pressure to use your ability today. If the {{Good|Monk}} dies at night, you are no longer safe, but if you die at night whilst the {{Good|Monk}} is still alive, then you know the player is not actually the {{Good|Monk}}.


* Sometimes, sitting quietly and refusing to give any information can give you the air of a powerful threat without actually having to provide any justification for your bluff.
* Beware the {{Evil|Poisoner}}! If you publicly claim to be the Slayer, even if the {{Good|Monk}} is protecting you, you are a prime target for poisoning.


* You may want to tell the group that you are the Ravenkeeper first thing on the first day. This will almost guarantee that you are still alive on the final day, as the Demon will probably not kill you. This strategy means that you have more power in the late game (since living players may vote more than dead players), but you sacrifice the chance of gaining information by your death. Additionally, claiming Ravenkeeper is the sort of thing a {{Good|Slayer}} or {{Good|Undertaker}} might do early game, so it might just get you killed.
* Your ability may work on the {{Good|Recluse}}, since the {{Good|Recluse}} might register as the Demon. If your target dies, and claims to be the {{Good|Recluse}}, then they might actually be the {{Good|Recluse}}... or they could have been the Demon, but had a {{Evil|Scarlet Woman}} who is now the Demon.


* If you get to use your ability by dying at night, tell the group you are the Ravenkeeper the following day. Your information will be immediately useful.  
* You can use your ability at any time during the day. There's no need to rush. You can even use it with the day about to end. On the block? Take your shot. Even if you don't have a clue who the Demon is, it's better to have shot someone than to die unspent.


* If you see a good token, consider keeping that information private. If the Demon knows that you know that a player is good, that player becomes a much higher priority target, and you want the player you trust alive as long as possible.
* Remember that your ability only works on the Demon. A person surviving your shot does not prove that they are good, merely that they are not the Demon.


* If you have told nobody that you are the Ravenkeeper, and you are still alive late in the game, then it is probable that a {{Evil|Spy}} is in play, telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to whom.
* Be aware that the {{Evil|Imp}} may change players throughout the game. If you choose to slay a Minion early in the game, nothing will happen, but that same player may be the {{Evil|Imp}} by the end of the game.
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== Bluffing as the Ravenkeeper==
== Bluffing as the Slayer ==
 
When bluffing as the Ravenkeeper, there are a few things you should keep in mind:
 
* The Ravenkeeper would wake only when they die during the night, not the day. They would wake up and choose a player, then be shown a character token.


* The Ravenkeeper is a fantastic bluff if you intend to pass the torch at some point to a Minion, or otherwise die protecting the Demon. Dying at night tends to make a player look good, and having information as a result of your death can allow you to throw blame, protect a fellow evil player, or make yourself look extremely trustworthy.
When bluffing as the Slayer, there are a few things you should keep in mind:
** Throwing blame allows you to point the finger at a good player as an evil one - casting doubt on them, their information, and who they trust.
** Alternatively you can back up the bluff of an evil player, confirming their identity and making them trustworthy for the good team. For example, if your Demon is claiming to be the {{Good|Monk}}, you can claim to have chosen them and seen the {{Good|Monk}} character token.
*** An advanced technique is to claim they are in fact a different character than the one they have been claiming publicly. Your fellow evil player can then reveal they were lying all along, and you are actually correct! (Make sure your teammate knows you're going to do this, or can otherwise adapt on the fly!)
** Finally, you can back up a good player's claim, which will get them to trust you and work with you. For example, if you know a player is the {{Good|Empath}}, claim you chose them and saw the {{Good|Empath}} token.


* Don't know the identity of the player you are confirming? Claim that person is the {{Good|Drunk}}. This will also cast doubt on their information, adding an extra layer of usefulness to the strategy.
* You would never wake in the night as the Slayer. Instead, you should publicly announce that you want to claim to be the Slayer, and the Storyteller will take care of the rest of your bluff for you. There is nothing tricky about this character as a bluff.


* The Ravenkeeper is a fantastic bluff if you are trying to stay alive for the whole game. As the Demon will not want to kill a Ravenkeeper, you can claim that you are still alive in the late game because the Demon discovered your identity somehow (perhaps via the {{Evil|Spy}}, or just some good ol' fashioned eavesdropping).
* Nobody will ever die as a result of you "using your Slayer ability". With this in mind, there are a few ways you can choose to handle it:
** Deliberately slaying a Demon or another evil player to make them look like they are not the Demon, which can be useful for setting up bluffs. This is an especially good tactic when combined with the {{Evil|Scarlet Woman}}, since the real Demon can die and pass their ability to a player who has already been exonerated.
** Slaying a good player to confirm them as not the Demon; this will enable you to 'trust' them, and will enable them to want to team up with you because of it.
** Alternatively, you can deliberately slay a good player, and then start to appear evil (e.g. {{Good|Empath}}, setting yourself up to be read by an {{Good|Undertaker}}, etc.) Since you 'protected' a player from suspicion with your ability, they will appear evil as well.


* You only get information if you die, so be careful about who you choose to confirm. Dying as a Ravenkeeper usually takes some effort, and if you then appear to 'waste' that on a {{Good|Chef}} that nobody doubts, you will look suspicious.
* Solicit the opinion of the group on who you should pick. Good players will be keen to help you make the right choice, and working with them will make you look good, also potentially coaxing information characters out from hiding who want to guide you to the right choice.


* The Ravenkeeper is a great bluff to fall back on in the event that your bluff as a different character falls apart. Bluffs like the {{Good|Fortune Teller}}, {{Good|Undertaker}} or {{Good|Empath}} can all run into trouble if you don't appear to have the right information, but if you reveal you were the Ravenkeeper all along, suddenly your duplicity will make sense.
* The Slayer is a good "backup bluff". If you claim to be a character that is already in play, or you are otherwise under suspicion by the group, claiming that you were lying about who you were so that you could survive an extra day or two as the Slayer is believable - after all... that is what a real Slayer might very well do.


* Some powerful characters will openly bluff as your character to protect themselves. Revealing yourself as the "real" Ravenkeeper and allowing them to keep the bluff can help you build trust with a good player while finding ways to undermine their ability.
* Bluffing as a Slayer also works for good players! A Slayer with no ability is not a high priority target for the Demon, enabling you to survive and continue secretly gathering information.
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Revision as of 01:52, 23 March 2023

Icon slayer.png Information

Type Townsfolk
Artist Aiden Roberts

"Die."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Once per game, during the day, publicly choose a player: if they are the Demon, they die."

The Slayer can kill the Demon by guessing who they are.

  • The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
  • The players do not learn the identity of the dead player. After all, it may have been the Recluse!
  • A Slayer that uses their ability while poisoned or drunk may not use it again.
  • The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again.
  • Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.

How to Run

During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's NO ABILITY reminder token by the Slayer token.

If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."

When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.

Examples

The Slayer chooses the Imp. The Imp dies, and good wins!

The Slayer chooses the Recluse. The Storyteller decides that the Recluse registers as the Imp, so the Recluse dies, but the game continues.

The Imp is bluffing as the Slayer. They declare that they use their Slayer ability on the Scarlet Woman. Nothing happens.

Tips & Tricks

  • Using your ability late in the game is far more effective than using it early in the game. When fewer people are alive, there is a greater chance that you will select the Demon and win the game. Also, if fewer than five players are alive, then the Scarlet Woman cannot become the Demon after you kill it.
  • However, using your ability early in the game is better than not using your ability at all because you're dead. Most players will die before the final day arrives, so the odds that you'll also be dead by then are high. Make sure you use your ability before you die. The Demon will want to kill you as soon as possible, so it is usually best to wait, then claim to be the Slayer only on the day that you intend to use your ability.
  • Coordinate with the other good players to help you select which player to choose. When you tell the group that you are the Slayer, you may find that many players reveal who they are and what information they have, so that you can make the best decision about who to slay. You can make particular use of a Fortune Teller's info to find people who might be the Demon.
  • Most of the time, the player that you choose to slay will not be the Demon. This is still useful to do, since you now know a player that is definitely NOT the Demon. Knowing who the Demon isn't is almost as useful as knowing who the Demon is.
  • Sometimes, it can be useful to choose to slay a player, not because you think that they are the Demon, but because you just want to make sure that they are not. For example, if a player is claiming to be the Saint, and is about to be executed, you can prove that they are not the Demon by using your ability on them - if they don't die, you will probably want to execute somebody else instead!
  • An advanced strategy can be to try to influence the Demon's kills with your shot. If someone claims to be the Ravenkeeper, try to slay them. If they aren't the Imp, the real Demon will be forced to make a difficult choice: to kill them, and give them information, or to leave them alive late into the game with everyone knowing they aren't the Demon?
  • When you choose to use your ability, the Storyteller should allow a minute or so for the group to discuss who they think you should choose. They may give you advice, but it is always your decision. This period can be a good time to pretend to be "about to choose" a particular player... just so you can watch to see how much they sweat under pressure. If, for example, you really want to slay the player claiming to be the Mayor, you can tell the group that you are really keen to choose the player claiming Soldier, but secretly you want to see how the Soldier player reacts before making your final choice.
  • If you find a Monk in play, convince them to protect you every night. This way, you can publicly claim to be the Slayer, safe in the knowledge that the Demon can not kill you tonight. Whilst the Monk is alive, you know you will always be alive tomorrow, so are under no pressure to use your ability today. If the Monk dies at night, you are no longer safe, but if you die at night whilst the Monk is still alive, then you know the player is not actually the Monk.
  • Beware the Poisoner! If you publicly claim to be the Slayer, even if the Monk is protecting you, you are a prime target for poisoning.
  • Your ability may work on the Recluse, since the Recluse might register as the Demon. If your target dies, and claims to be the Recluse, then they might actually be the Recluse... or they could have been the Demon, but had a Scarlet Woman who is now the Demon.
  • You can use your ability at any time during the day. There's no need to rush. You can even use it with the day about to end. On the block? Take your shot. Even if you don't have a clue who the Demon is, it's better to have shot someone than to die unspent.
  • Remember that your ability only works on the Demon. A person surviving your shot does not prove that they are good, merely that they are not the Demon.
  • Be aware that the Imp may change players throughout the game. If you choose to slay a Minion early in the game, nothing will happen, but that same player may be the Imp by the end of the game.

Bluffing as the Slayer

When bluffing as the Slayer, there are a few things you should keep in mind:

  • You would never wake in the night as the Slayer. Instead, you should publicly announce that you want to claim to be the Slayer, and the Storyteller will take care of the rest of your bluff for you. There is nothing tricky about this character as a bluff.
  • Nobody will ever die as a result of you "using your Slayer ability". With this in mind, there are a few ways you can choose to handle it:
    • Deliberately slaying a Demon or another evil player to make them look like they are not the Demon, which can be useful for setting up bluffs. This is an especially good tactic when combined with the Scarlet Woman, since the real Demon can die and pass their ability to a player who has already been exonerated.
    • Slaying a good player to confirm them as not the Demon; this will enable you to 'trust' them, and will enable them to want to team up with you because of it.
    • Alternatively, you can deliberately slay a good player, and then start to appear evil (e.g. Empath, setting yourself up to be read by an Undertaker, etc.) Since you 'protected' a player from suspicion with your ability, they will appear evil as well.
  • Solicit the opinion of the group on who you should pick. Good players will be keen to help you make the right choice, and working with them will make you look good, also potentially coaxing information characters out from hiding who want to guide you to the right choice.
  • The Slayer is a good "backup bluff". If you claim to be a character that is already in play, or you are otherwise under suspicion by the group, claiming that you were lying about who you were so that you could survive an extra day or two as the Slayer is believable - after all... that is what a real Slayer might very well do.
  • Bluffing as a Slayer also works for good players! A Slayer with no ability is not a high priority target for the Demon, enabling you to survive and continue secretly gathering information.