Actions

Matron and Seamstress: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_matron.png|250px]]
[[File:icon_seamstress.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners."</p>
<p class='flavour'>"Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes."</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>
[[File:logo_bad_moon_rising.png|100px]]
[[File:logo_sects_and_violets.png|100px|link=Sects & Violets]]
 
<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/37081540/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-6-12%2F204721181-44100-2-31fbcfd5fa35e.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 35: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private."
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment."


The Matron chooses which players sit where.
The Seamstress learns whether 2 players are on the same team as each other.
* The Matron may swap two players’ seating positions, up to three times per day. The new seating order is permanent, unless changed again by the Matron.
* They only get this information once per game, so they had best choose wisely when and who.
* The same player may be moved multiple times.
* They may choose alive or dead players or even Travellers.
* Some players may find moving difficult due to a physical disability or impediment. In these cases, they are immune to the Matron’s ability and can stay put.
* With the Matron in play, players may not talk privately except with their immediate neighbors while sitting down. Players may not leave their seat to whisper something to any player, and may not even talk about the game to each other when going to the bathroom, and so on. Players should self-police this.
* If the Matron swaps just one or two sets of players, they may not swap another set of players later that day.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==


Players who leave their seats cannot talk about the game to other players until they return.
Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
 
If they shake their head no, nothing happens. Put the Seamstress to sleep.


Each day, the Matron may choose two players and declare that they swap seating positions. Ask them to do so. Swap their character tokens and any reminders they have in the Grimoire. The Matron may do this up to three times, but all swaps happen one after the other.
If they point at two players, either nod your head yes (''to indicate these players have the same alignment'') or shake your head no (''to indicate these players do not have the same alignment''). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
</div>
</div>


Line 62: Line 66:


<div class='example'>
<div class='example'>
The evil Matron rearranges the seating order so that she is sitting next to the {{Good|Tea Lady}}. This way, the two of them can whisper to each other, and the {{Good|Tea Lady}}'s ability does not work.
During the first night, the Seamstress chooses two players, who are the {{Good|Barber}} and the {{Good|Clockmaker}}. Because they are both good, the Seamstress learns a "yes.” 
</div>
 
<div class='example'>
During the first three nights, the Seamstress chooses not to use their ability. During the fourth night, they choose two players, who are the {{Evil|Fang Gu}} and the {{Good|Sweetheart}}. The Seamstress learns a "no.”
</div>
</div>


<div class='example'>
<div class='example'>
The good Matron swaps the seating position of the player they think is the Demon, so that player is far away from the player they think is the Minion. They may not whisper to each other now.
The {{Evil|Pit-Hag}} turns the {{Good|Mathematician}} into the {{Evil|Witch}}, who remains good. Later that night, the Seamstress chooses the two players, the {{Evil|Witch}} and the {{Good|Town Crier}}. The Seamstress learns a "yes" because they are both good.
</div>
</div>


Line 76: Line 84:


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


== Tips & Tricks (if you are good) ==
* Wait a couple of days before using your ability. This has some risk attached because you can obviously be killed in that time, but waiting will give you an idea of the layout of the game, who is claiming what, and who you find suspicious. It also means there is a smaller pool of alive players to choose from since there will have been executions and demon kills.


* If you see players whispering and conspiring together, separate them. Since you prevent players from having private conversations unless they are sitting next to each other, when you see two players plotting together like they are evil, put them on opposite sides of the room so that they can't do that any more.
* Use your ability as soon as possible! You only have one shot, and if you die before you use it, then you'll be kicking yourself. Even picking two random players on the first night is better than picking nobody!


* Reseat players that you are suspicious of so that they neighbour you. This way, you can keep an eye (and an ear) on their activities. Minions and Demons will find it difficult to plot and scheme with their fellow players if you keep them under a close, watchful eye.
* A common mistake that Seamstresses can make is not remembering that you detect the ''same'' alignment - not "good" alignment. This means if you get lucky enough to pick two evil players, then they will register as 'Yes' for your ability. It is much more likely to get two good players, but if you're not sure, try coordinating your information with other information gatherers (e.g. {{Good|Clockmaker}}) and see if they line up with your concerns. You can also watch your two players and see if they begin colluding before you get a chance to reveal they're the same alignment.


* Reseat players that you trust so that they neighbour you. You can find out who they are, find out what they know, share what you know, and then reseat them again to neighbour other players that you trust. This way, you can control the flow of private information in the game in such a way that the players that you trust are only talking to other players that you trust.
* If you have a player that you trust is good (alive or dead), you can use this person as a reference point for another player's alignment. If you get they are of different alignments, then you can be reasonably sure it's the unknown player that's the evil one. This is especially potent when dealing with a troublesome {{Evil|Evil Twin}}.


* Don't reseat any players to be next to you. This is one of the more common tricks for an evil Matron in order to learn info from the Demon/Minions as to what they should be doing. So if you make sure all of your swaps are elsewhere in the circle, you look more likely to be good.
* Use your ability on people you don't know much about! Learning whether two people are on the same team or not is very powerful, and will help you decide whether or not to trust them when they begin revealing who they are and what they do.


* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned between two good players (if you don't think the Demon knows who they are) so that their neighbours survive, or between players you suspect of being evil (if you plan to execute one of these players to test your theory). Seating a {{Good|Lunatic}} away from the players that they say are Minions prevents them from conspiring with them, should the {{Good|Lunatic}} actually be the Demon. If playing a Script game, put the {{Good|Empath}} between players that you want to learn about, or switch players around to prevent them from being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.
* Pick people for your ability that have a lot of sway over the game. Figuring out if a {{Good|Savant}} or {{Good|Flowergirl}} claim is legitimate is usually more potent than figuring out if that {{Good|Barber}} is being upfront.


* In [[Bad Moon Rising]], most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Chambermaid}} needs to talk to the players they choose to find out who they are. The {{Good|Courtier}} needs to find out which characters are in-play. The {{Good|Sailor}} needs to find out who to make drunk. Listen to which players are which characters, and do what you can to facilitate their private conversations. If you think the {{Good|Goon}} really needs to talk to the {{Good|Exorcist}} because there was no death last night, and this could be the result of either of their abilities, seat them next to each other so that they can swap information.
* In general, try to pick players who are not your neighbour. If you are sitting next to a {{Evil|No Dashii}}, they will poison you and of course read positively to your information. By picking players further away from you, you will still be getting poisoned information, but at least you know there isn't a potential demon in the mix muddying things up further.
</div>
</div>


Line 97: Line 106:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are evil) ==
== Bluffing as the Seamstress ==
 
When bluffing as the Seamstress, there are a few things you should keep in mind:
 
* Tell 2 good players that they are different alignments to each other. With any luck, each will mistrust the other, and the rest of the group will be suspicious of both of them! Juicy!


* Reposition evil players so that they are neighbouring you. This will allow you to talk in private, learn who the other evil players are, and figure out what your strategy is. After the two of you have said what you needed to say to each other, you can reposition them elsewhere in the room.
* If a good player has convinced the group that they are good, or is on their way, choose this player and an evil player, and tell the group that they are the same alignments. If the good player is believed to be good, the evil player will be believed to be good as well.


* Sit evil players next to evil players. By repositioning the Minions and Demon so that they are next to each other, they can talk and coordinate better. The {{Evil|Assassin}} will need to know what the {{Evil|Devil's Advocate}} and the {{Evil|Po}} are planning, so that they don't both accidentally kill the same player, for example.
* You can use your Seamstress ability to confirm that evil players are good by "choosing" both evil players. If the group has no idea who is good and who is evil, you can tell the truth - by telling the group that the evil players are the same alignment. The group will normally assume that this means that they are both good, because the likelihood of a real Seamstress choosing two evil players is quite low. For example, tell the group that the {{Evil|Pit-Hag}} and the {{Evil|Vigormortis}} are the same alignment - the good team will probably think they are both good.


* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned next to an evil player (if the Demon plans on killing one of them tonight). Seating a {{Evil|Lunatic}} away from the players they believe are their Minions prevents them from talking to those players. If playing a Script game, put the {{Good|Empath}} next to the {{Good|Recluse}} to confuse their information, or switch players around to so that the most dangerous characters are being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.
* Alternatively, if the group is fairly certain that an evil player actually is evil, you can tell the group that you choose this player and fellow evil player, and learnt that they are different alignments. If the group believes that the first player is evil, they will believe that the second is good. For example, if the group believes that the {{Evil|Witch}} player is evil, you can tell the group that you learnt that the {{Evil|Witch}} player and the {{Evil|No Dashii}} player are different alignments. With any luck,the good team will assume that this means that the {{Evil|No Dashii}} player is good. If the {{Evil|Witch}} has any smarts, they will look even more evil, get executed, and you and the Demon can sail to victory.


* In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Tea Lady}} needs to encourage the Demon to attack their neighbours, or even get them executed, but without revealing that she is the {{Good|Tea Lady}}.  The {{Good|Gambler}} needs to learn who is in play. The {{Good|Gossip}} should be making public statements based on information that they suspect to be false, but don't know for certain. Listen to which players are which characters, and do what you can to prevent useful private conversations. If you think that two good players would really benefit from talking with each other, separate them as much as you can.
* Claim to have used your Seamstress ability sooner rather that later. Since you are evil, and particularly if you are the Demon, you will probably live longer than a real Seamstress. However, this is not an excuse to claim to have used your Seamstress ability on the 6th night of the game. Any Seamstress worth their salt would have used their ability in the first half of the game, not the second half, due to the risk of dying and not getting to use their ability at all.


* Remember that a Seamstress can not choose themselves. They must choose two other players.
</div>
</div>


Line 113: Line 127:
</div>
</div>


[[Category:Travellers]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]

Latest revision as of 13:02, 1 May 2024

Icon seamstress.png Information

Type Townsfolk
Artist Aidan Roberts

"Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment."

The Seamstress learns whether 2 players are on the same team as each other.

  • They only get this information once per game, so they had best choose wisely when and who.
  • They may choose alive or dead players or even Travellers.

How to Run

Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.

If they shake their head no, nothing happens. Put the Seamstress to sleep.

If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

Examples

During the first night, the Seamstress chooses two players, who are the Barber and the Clockmaker. Because they are both good, the Seamstress learns a "yes.”

During the first three nights, the Seamstress chooses not to use their ability. During the fourth night, they choose two players, who are the Fang Gu and the Sweetheart. The Seamstress learns a "no.”

The Pit-Hag turns the Mathematician into the Witch, who remains good. Later that night, the Seamstress chooses the two players, the Witch and the Town Crier. The Seamstress learns a "yes" because they are both good.

Tips & Tricks

  • Wait a couple of days before using your ability. This has some risk attached because you can obviously be killed in that time, but waiting will give you an idea of the layout of the game, who is claiming what, and who you find suspicious. It also means there is a smaller pool of alive players to choose from since there will have been executions and demon kills.
  • Use your ability as soon as possible! You only have one shot, and if you die before you use it, then you'll be kicking yourself. Even picking two random players on the first night is better than picking nobody!
  • A common mistake that Seamstresses can make is not remembering that you detect the same alignment - not "good" alignment. This means if you get lucky enough to pick two evil players, then they will register as 'Yes' for your ability. It is much more likely to get two good players, but if you're not sure, try coordinating your information with other information gatherers (e.g. Clockmaker) and see if they line up with your concerns. You can also watch your two players and see if they begin colluding before you get a chance to reveal they're the same alignment.
  • If you have a player that you trust is good (alive or dead), you can use this person as a reference point for another player's alignment. If you get they are of different alignments, then you can be reasonably sure it's the unknown player that's the evil one. This is especially potent when dealing with a troublesome Evil Twin.
  • Use your ability on people you don't know much about! Learning whether two people are on the same team or not is very powerful, and will help you decide whether or not to trust them when they begin revealing who they are and what they do.
  • Pick people for your ability that have a lot of sway over the game. Figuring out if a Savant or Flowergirl claim is legitimate is usually more potent than figuring out if that Barber is being upfront.
  • In general, try to pick players who are not your neighbour. If you are sitting next to a No Dashii, they will poison you and of course read positively to your information. By picking players further away from you, you will still be getting poisoned information, but at least you know there isn't a potential demon in the mix muddying things up further.

Bluffing as the Seamstress

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

  • Tell 2 good players that they are different alignments to each other. With any luck, each will mistrust the other, and the rest of the group will be suspicious of both of them! Juicy!
  • If a good player has convinced the group that they are good, or is on their way, choose this player and an evil player, and tell the group that they are the same alignments. If the good player is believed to be good, the evil player will be believed to be good as well.
  • You can use your Seamstress ability to confirm that evil players are good by "choosing" both evil players. If the group has no idea who is good and who is evil, you can tell the truth - by telling the group that the evil players are the same alignment. The group will normally assume that this means that they are both good, because the likelihood of a real Seamstress choosing two evil players is quite low. For example, tell the group that the Pit-Hag and the Vigormortis are the same alignment - the good team will probably think they are both good.
  • Alternatively, if the group is fairly certain that an evil player actually is evil, you can tell the group that you choose this player and fellow evil player, and learnt that they are different alignments. If the group believes that the first player is evil, they will believe that the second is good. For example, if the group believes that the Witch player is evil, you can tell the group that you learnt that the Witch player and the No Dashii player are different alignments. With any luck,the good team will assume that this means that the No Dashii player is good. If the Witch has any smarts, they will look even more evil, get executed, and you and the Demon can sail to victory.
  • Claim to have used your Seamstress ability sooner rather that later. Since you are evil, and particularly if you are the Demon, you will probably live longer than a real Seamstress. However, this is not an excuse to claim to have used your Seamstress ability on the 6th night of the game. Any Seamstress worth their salt would have used their ability in the first half of the game, not the second half, due to the risk of dying and not getting to use their ability at all.
  • Remember that a Seamstress can not choose themselves. They must choose two other players.