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__NOTOC__
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<div id='character-details'>
 
[[File:icon_mayor.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
 
<table style="width: 90%; margin: 0 auto;">
<tr>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</table>
 
<p class='flavour'>"We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
 
<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/7236669/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-9-18%2F29755368-44100-2-bb562cd7e4f92.mp3">You need to enable JavaScript to play this audio</div>
 
</div>


<div id='edition-details'>
[[File:logo_trouble_brewing.png|200px]]
<table id='edition-details-characters'>
<tr>
<td class='edition-details-characters-title'>Townsfolk</td>
<td>
[[Washerwoman]]<br>
[[Librarian]]<br>
[[Investigator]]<br>
[[Chef]]<br>
[[Empath]]<br>
[[Fortune Teller]]<br>
[[Undertaker]]<br>
[[Monk]]<br>
[[Ravenkeeper]]<br>
[[Virgin]]<br>
[[Slayer]]<br>
[[Soldier]]<br>
[[Mayor]]<br>
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Outsider</td>
<td>
[[Butler]]<br>
[[Drunk]]<br>
[[Recluse]]<br>
[[Saint]]
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Minions</td>
<td>
[[Poisoner]]<br>
[[Spy]]<br>
[[Scarlet Woman]]<br>
[[Baron]]
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Demons</td>
<td>
[[Imp]]
</td>
</tr>
</table>
</div>
</div>
</div>


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== Synopsis ==
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''


<div class="small-12 large-6 columns">
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...''
== Summary ==
"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead."


The Mayor can win by peaceful means on the final day.
'''Trouble Brewing'''.
*
*
</div>


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__TOC__
== How to Run ==
</div>


</div>
== Gameplay ==


<div class='row'>
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.


<div class="small-12 large-12 columns" style="padding-right: 0;">
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.


== Examples ==
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!


<div class='example'>
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.
The {{Evil|Imp}} attacks the Mayor. The Storyteller chooses that the {{Good|Ravenkeeper}} dies instead.
</div>


<div class='example'>
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.
There are three players alive. There are no nominations for execution today. Good wins.
</div>


<div class='example'>
== Townsfolk ==
There are five players alive, including two Travellers. Both Travellers are exiled, and the vote is tied between the remaining players. Because a tied vote means neither player is executed, good wins.
</div>


</div>
<div class="row">
<div class="small-6 medium-6 large-2 columns">
[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Washerwoman}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Librarian}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Investigator}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_chef.png|250px|thumb|center|link=Chef]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Chef}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_empath.png|250px|thumb|center|link=Empath]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Empath}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_fortune_teller.png|250px|thumb|center|link=Fortune Teller]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Fortune Teller}}</p>
</div>
</div>


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<div class="small-6 medium-6 large-2 columns">
[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Undertaker}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_monk.png|250px|thumb|center|link=Monk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Monk}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Slayer}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Soldier}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Ravenkeeper}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Virgin}}</p>
</div>
</div>
</div>


<div class='row'>
<div class="row">
<div class="small-6 medium-12 large-2 end columns">
[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Mayor}}</p>
</div>
</div>


<div class="small-12 large-12 columns" style="padding-right: 0;">
== Outsiders ==
== Tips & Tricks ==


* Your power activates on the final day, when just three players are alive. You may not know who the Demon is, but you can definitely win by not executing. Do whatever you can to convince the group that you are the Mayor. Everything. If the good team believes you, they will either not nominate anybody, or will deliberately tie votes so that no execution occurs.
<div class="row">
<div class="small-6 medium-6 large-2 columns">
[[File:icon_butler.png|250px|thumb|center|link=Butler]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Butler}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_saint.png|250px|thumb|center|link=Saint]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Saint}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Recluse}}</p>
</div>
<div class="small-6 medium-6 large-2 end columns">
[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Drunk}}</p>
</div>
</div>


* It is often best not to reveal that you are the Mayor until late in the game. If you reveal early, the Demon may spend night after night trying to kill you, and the Storyteller may let that attempt succeed.
== Minions ==
 
* You might want to tell people that you're the Mayor. Winning the game with your ability requires trust from your fellow players, and being open and honest is a fine way to acheive that trust.
 
* When a character that's an unlikely target for the Demon to pick dies at night, such as the {{Good|Butler}}, this may be an indication that you were attacked instead. When convincing other players that you are the Mayor, you can use this as evidence.
 
* Once the Demon attacks you and somebody else dies, they will know for sure that you are the Mayor. At the very beginning of each morning, if a particular player looks surprised and confused, they are likely to be the Demon!
 
* If you intend to use your ability to win the game by not executing, do everything you can to make sure you are not actually the {{Good|Drunk}}. Spend the game listening to other players, and verifying that any Outsiders are actually Outsiders. If you think a {{Good|Drunk}} is in play, you will need to figure out who it is, because if it is you, and you don't execute on the final day, evil wins. Similarly, if the only other players alive are the {{Evil|Imp}} and the {{Evil|Poisoner}}, then you will certainly be poisoned. You will need to make sure that the {{Evil|Poisoner}} is dead before using your Mayor ability.
</div>


<div class="row">
<div class="small-6 medium-6 large-2 columns">
[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Poisoner}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_spy.png|250px|thumb|center|link=Spy]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Spy}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_baron.png|250px|thumb|center|link=Baron]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Baron}}</p>
</div>
<div class="small-6 medium-6 large-2 end columns">
[[File:icon_scarlet_woman.png|250px|thumb|center|link=Scarlet Woman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Scarlet Woman}}</p>
</div>
</div>
</div>


<div class='row'>
== Demons ==
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Mayor ==
 
When bluffing as the Mayor, there are a few things you should keep in mind:
 
* The Mayor would never wake at night. You would never learn if you were targeted and caused another player to die instead.
 
* The Mayor has a good reason to survive at night, which you can use to explain your longevity as other players die. This makes it a great bluff for a Demon in particular.
 
* Come out to a few players in private early on in the game, so that when you eventually reveal you have some backup that you're not just coming out with this claim out of nowhere.
 
* The Mayor is a fantastic fallback if another bluff doesn't work out. Coming out on the final day as the Mayor who was "in hiding" can alleviate suspicion that you may have come under if your {{Good|Fortune Teller}} information wasn't adding up.
 
* Deliberately setting up a kill of a character that isn't 'optimal' can be used as evidence for a Mayor being in play. For example, you can target a {{Good|Recluse}}, or a {{Good|Washerwoman}} who has already given their information; both are normally low priority for the Demon, and so you can argue that this was a redirected kill from your ability.
 
* As a good player, bluffing as the Mayor can get the Demon to target you, since they will either suspect you are a more powerful character bluffing as the Mayor to survive, or they just want to confirm the existence of a Mayor overall.
 
* Good players are more likely to risk winning with the Mayor if they have no better leads. Coordinate with your evil team to keep confusion high so that on the final day, good does not feel like they have a clear path to victory.
 
* If you are nominated on the final day, don't despair! Unlike a regular bluff where you must beat the votes against you, a Mayor can call for the town to tie the vote instead, since that will cause no execution, allowing the Mayor ability to activate normally.
</div>


<div class="row">
<div class="small-12 medium-12 large-2 end columns">
[[File:icon_imp.png|250px|thumb|center|link=Imp]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Imp}}</p>
</div>
</div>
</div>


</div>
</div>
 
</div>
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]

Revision as of 17:10, 2 April 2023

Synopsis

Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.

Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...

Trouble Brewing.

Gameplay

Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.

Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.

Good players will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the Chef or Investigator), while others may want to lie about their identity so that the Imp avoids attacking them (such as the Undertaker or Fortune Teller). Some may lie about who they are so that the Imp does attack them (such as the Ravenkeeper or Soldier)!

Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a Virgin, attempting to kill the Imp as a Slayer and noticing what happens, or deliberately killing good players so that the Undertaker can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.

Evil players will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The Poisoner and Spy, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the Scarlet Woman kill the Imp to save their team? Will the Imp kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the Baron give obviously false information to make it look like a Poisoner is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.

Townsfolk

Outsiders

Minions

Demons

Icon imp.png

Imp