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You can set up a game of Clocktower by following the instructions on the '''setup sheet''', which are explained in more detail here.
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== Gather Your Players ==
[[File:icon_soldier.png|250px]]
Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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== Prepare The Grimoire ==
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Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece '''Grimoire stand''' and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)
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<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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== Choose An Edition ==
<p class='flavour'>"As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


This box set comes with three editions: [[Trouble Brewing]], [[Bad Moon Rising]], and [[Sects & Violets]]. Choose one to play with. Uncover and add its '''edition box''' to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/10584750/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-1-24%2F52034074-44100-2-91d0b8547cab8.mp3">You need to enable JavaScript to play this audio</div>


You’ll need five or more players for [[Trouble Brewing]], and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and [[Sects & Violets]] characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)
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We recommend you start with [[Trouble Brewing]] and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.
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== Prepare The Town Square ==
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Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.


== Read The Rules To Any New Players ==
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The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.


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Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.
== Summary ==
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"You are safe from the Demon."
 
The Soldier can not be killed by the Demon.
* The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
* The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.
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== How to Run ==
During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)
 
In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.
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== Examples ==
 
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The {{Evil|Imp}} attacks the Soldier. The Soldier does not die, so nobody dies that night.
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The {{Evil|Poisoner}} poisons the Soldier, then the {{Evil|Imp}} attacks the Soldier. The Soldier dies, since they have no ability.
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The {{Evil|Imp}} attacks the Soldier. The Soldier dies, because they are actually the {{Good|Drunk}}.
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== Tips & Tricks ==
 
* If the Demon attacks you, nobody dies this night. This has two benefits. Firstly, since no good player has died at night, there are more players alive than there ought to have been, allowing the good team more time to execute. Secondly, no death of a night time supports your claim that you are indeed the Soldier.
 
* You will never know for sure that your ability has worked. If you wake up to no deaths, perhaps there is a {{Good|Monk}} in play, or the {{Evil|Imp}} decided to take a night off terrorising the living and attack someone's already dead corpse. Both of those look identical to the Demon attacking you in the night.
 
* Consider bluffing as a juicy Demon target, such as the {{Good|Fortune Teller}}, {{Good|Undertaker}}, {{Good|Empath}} or {{Good|Slayer}}, to attract a Demon attack.
 
* If you can prove that you are the Soldier, then the good team has an enormous advantage on the final day. Instead of good choosing between three (or four) players to execute, they will be choosing between two (or three). Getting an  {{Good|Empath}} or {{Good|Fortune Teller}} to confirm you as not the Demon can be very helpful.
 
* A clever Demon will not attack you again after the first time unless they think they can kill you. If you can convince the Demon that a {{Good|Monk}} protected you, the Demon might try to attack you again.
 
* If there are no deaths at night, don't immediately claim to be the Soldier! Perhaps the Demon attacked another player protected by the {{Good|Monk}} and has no idea you were ever protected.


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* If you are unsure whether they are good or evil, allow powerful information characters to bluff as your role. This way, the Demon is more likely to attack you, and less likely to attack them. You can even talk with these players secretly, and agree to publicly claim to be each others' characters - they stay safe, whilst you reveal their information to the group..
If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.
<hr />
There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.
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== Secretly Choose Characters ==
* If you die at night, you were either poisoned by the {{Evil|Poisoner}} , or you are the {{Good|Drunk}}. This is big information, and very helpful for the group to know. If you were poisoned, then a {{Evil|Poisoner}} is still alive (and in a one Minion game, you now know which Minion is in play!), which also gives you information about the alignment of the dead players. If you are the {{Good|Drunk}}, then nobody else can be the {{Good|Drunk}}. Either way, you learn something useful.


Take all of the Townsfolk '''character tokens''' out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.
* Tell the group you are the Soldier at some stage during the game. After all, good will need as much information as they can get at their disposal.


If there are more than fifteen players in this game, then any excess players must volunteer to be {{Traveler|Travellers}}. {{Traveler|Travellers}} have
* If you have told nobody that you are the Soldier, you are still alive on the final day, and a death has occurred every night so far, then it is probable that a {{Evil|Spy}} is in play and telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to who.
enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the {{Traveler|Travellers}} sheet, so they can choose which {{Traveler|Travellers}} they wish to be. You’ll find more information about them at {{Traveler|Travellers}}.


For your first game, we do not recommend that you include {{Traveler|Travellers}} or {{Fabled|Fabled}}.
* If you never tell anyone who you are, your role can combo in a very risky way with the {{Good|Mayor}}. You might be more confident to execute nobody in final three than anyone else in your position. Even if the {{Evil|Imp}} is pretending to be the {{Good|Mayor}}, and you execute no one, evil hasn't won yet! The Demon still has to kill either you or the other surviving player, and just maybe they'll guess wrong, and you will wake to a second day with just three players alive.
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<span style='font-style: normal;'>'''CHOOSING CHARACTERS'''.</span> The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:
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'''Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp.''' This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!
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'''Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp.''' This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?
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'''Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp.''' This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!
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== Add and Remove Characters ==
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If any chosen character tokens show an '''orange flower''', you will need to add or remove some character tokens, as described by its almanac entry. On the character token, the text in square brackets '''— [like this] —''' briefly describes how to alter the characters in play this game. This happens right now, and does not happen again once the game is underway.


After adding and removing character tokens, the number of character tokens will always equal the number of players.
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== Bluffing as the Soldier ==


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When bluffing as the Soldier, there's a few things you should keep in mind:
The Baron token has text that says '''[+2 Outsiders]'''. The Baron adds two Outsider tokens to the game, but removes two Townsfolk tokens. Other characters, such as the Drunk, do similar things.
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== Add Reminder Tokens To The Grimore ==
* The Soldier never wakes, and never acts during the day. You would receive no indication that you were ever attacked. You have no information at all to keep track of.


If any chosen character tokens show '''green leaves''' at the top, add the '''reminder tokens''' for those characters to the Grimoire. Return all remaining reminder tokens to the edition box.
* The Soldier is an easy bluff, as you don't give any information and your alleged ability explains your longevity as the game goes on. This does not mean you should rest on your laurels though; ''because'' you have no information, people may eventually become suspicious of you as the options narrow. A Soldier who is trying to help good (by bluffing as a juicy target like the {{Good|Fortune Teller}} for the Demon to kill, for example) can carry more favor than a Soldier sitting quietly.


The reminder tokens for a character show the same symbol as its character token. The number of green leaves on the top equals the number of reminder tokens that character has: If there’s one leaf at the top, add one reminder. If there are three at the top, add three.
* Staying quiet and trying not to draw attention to yourself is the mark of a powerful character... or a Soldier trying to draw the attention of a Demon. Sitting quietly and acting cagey about your ability for a few days makes it look like you are genuinely trying to get targeted.


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* You (or your Demon) can choose to kill an already dead player at night. This will give the illusion that no death actually occurred, allowing you to claim that you were targeted instead.
The Investigator character token shows a magnifying glass symbol. Both of the Investigator’s reminder tokens show the same magnifying glass symbol.
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== Pass Out Character Tokens ==
* Because it cannot die at night, information characters often can and will bluff as the Soldier. You can gain the trust of a player doing this by "revealing" yourself as the true Soldier, and offering to swap characters with them in order to keep them alive longer while making yourself more of a target. (Bonus: If you have a {{Evil|Poisoner}} in play, keep this player alive while completely undermining their ability!)
Shuffle the character tokens and put them in the '''bag'''. Then, each player takes one character token out of the bag, and then passes the bag to the next player. Continue this until each player has one token. Each player looks at their character token in secret, revealing it to no one else.


== Add The Character Tokens To The Grimore ==
* The Soldier cannot die at night (unless poisoned or actually the {{Good|Drunk}}). If you die, you'd best have a good explanation ready for why that happened!
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Collect all the character tokens from the players, and place them in your Grimoire so they match the seating positions of the players.
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The safest way to collect character tokens is to ask all players to hold their hand out, with their character token in hand, felt side up, face side down. You can simply grab it from their hand, making sure nobody sees a flash of color as you do so.
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[[Category:Trouble Brewing]]
The exact position of each character token in the Grimoire is up to you. If three players are all sitting on the same couch, it is more helpful to group those three tokens close together, in order to remind yourself that they are the couch triplet. As long as the clockwise or counterclockwise order of the players is the same in the Grimoire as it is in the physical space, you’ll be fine.
[[Category:Townsfolk]]
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Revision as of 01:53, 23 March 2023

Icon soldier.png Information

Type Townsfolk
Artist Aiden Roberts

"As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

Summary

"You are safe from the Demon."

The Soldier can not be killed by the Demon.

  • The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
  • The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.

How to Run

During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)

In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.

Examples

The Imp attacks the Soldier. The Soldier does not die, so nobody dies that night.

The Poisoner poisons the Soldier, then the Imp attacks the Soldier. The Soldier dies, since they have no ability.

The Imp attacks the Soldier. The Soldier dies, because they are actually the Drunk.

Tips & Tricks

  • If the Demon attacks you, nobody dies this night. This has two benefits. Firstly, since no good player has died at night, there are more players alive than there ought to have been, allowing the good team more time to execute. Secondly, no death of a night time supports your claim that you are indeed the Soldier.
  • You will never know for sure that your ability has worked. If you wake up to no deaths, perhaps there is a Monk in play, or the Imp decided to take a night off terrorising the living and attack someone's already dead corpse. Both of those look identical to the Demon attacking you in the night.
  • If you can prove that you are the Soldier, then the good team has an enormous advantage on the final day. Instead of good choosing between three (or four) players to execute, they will be choosing between two (or three). Getting an Empath or Fortune Teller to confirm you as not the Demon can be very helpful.
  • A clever Demon will not attack you again after the first time unless they think they can kill you. If you can convince the Demon that a Monk protected you, the Demon might try to attack you again.
  • If there are no deaths at night, don't immediately claim to be the Soldier! Perhaps the Demon attacked another player protected by the Monk and has no idea you were ever protected.
  • If you are unsure whether they are good or evil, allow powerful information characters to bluff as your role. This way, the Demon is more likely to attack you, and less likely to attack them. You can even talk with these players secretly, and agree to publicly claim to be each others' characters - they stay safe, whilst you reveal their information to the group..
  • If you die at night, you were either poisoned by the Poisoner , or you are the Drunk. This is big information, and very helpful for the group to know. If you were poisoned, then a Poisoner is still alive (and in a one Minion game, you now know which Minion is in play!), which also gives you information about the alignment of the dead players. If you are the Drunk, then nobody else can be the Drunk. Either way, you learn something useful.
  • Tell the group you are the Soldier at some stage during the game. After all, good will need as much information as they can get at their disposal.
  • If you have told nobody that you are the Soldier, you are still alive on the final day, and a death has occurred every night so far, then it is probable that a Spy is in play and telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to who.
  • If you never tell anyone who you are, your role can combo in a very risky way with the Mayor. You might be more confident to execute nobody in final three than anyone else in your position. Even if the Imp is pretending to be the Mayor, and you execute no one, evil hasn't won yet! The Demon still has to kill either you or the other surviving player, and just maybe they'll guess wrong, and you will wake to a second day with just three players alive.

Bluffing as the Soldier

When bluffing as the Soldier, there's a few things you should keep in mind:

  • The Soldier never wakes, and never acts during the day. You would receive no indication that you were ever attacked. You have no information at all to keep track of.
  • The Soldier is an easy bluff, as you don't give any information and your alleged ability explains your longevity as the game goes on. This does not mean you should rest on your laurels though; because you have no information, people may eventually become suspicious of you as the options narrow. A Soldier who is trying to help good (by bluffing as a juicy target like the Fortune Teller for the Demon to kill, for example) can carry more favor than a Soldier sitting quietly.
  • Staying quiet and trying not to draw attention to yourself is the mark of a powerful character... or a Soldier trying to draw the attention of a Demon. Sitting quietly and acting cagey about your ability for a few days makes it look like you are genuinely trying to get targeted.
  • You (or your Demon) can choose to kill an already dead player at night. This will give the illusion that no death actually occurred, allowing you to claim that you were targeted instead.
  • Because it cannot die at night, information characters often can and will bluff as the Soldier. You can gain the trust of a player doing this by "revealing" yourself as the true Soldier, and offering to swap characters with them in order to keep them alive longer while making yourself more of a target. (Bonus: If you have a Poisoner in play, keep this player alive while completely undermining their ability!)
  • The Soldier cannot die at night (unless poisoned or actually the Drunk). If you die, you'd best have a good explanation ready for why that happened!