Actions

King and Barista: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_king.png|250px]]
[[File:icon_barista.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#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aidan Roberts</td>
</tr>
<tr>
<td>Revealed</td>
<td>29/04/2021</td>
</tr>
</tr>
</table>
</table>


<p class='flavour' style='padding: 20px 0 0 0; font-size: 13px'>"↑Betwixt the unknown strains of mortal strife→<br>
<p class='flavour'>“A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?”</p>
                And morbid night, sweet↓ with mystery and woe<br>
                ←Lies unfettered joys of fate’s long and colored life<br>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
                Who’s garden blooms with each painted Face to Show."</p>
[[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;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>rBTs8WsYArw</youtube>
<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/39915706/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-8-7%2F216979112-44100-2-0ceb24ccda946.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 42: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows who you are."
"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."


The King learns which characters are still alive.
The Barista either makes people sober & healthy, or allows them to act twice as much as normal.
* The King only gains this ability after a few nights have passed—once the dead players equal or outnumber the living.
* The Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does.
* At the start of the game, the Demon learns who the King is. If a King is created mid-game, the Demon learns who the King is that night.
* If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk.
* The King may not survive long enough to use their ability. Once the number of dead players is equal to or greater than the number of alive players, the King learns one alive character each night.
* If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.
* The King may learn good or evil characters, and may even learn the same character more than once.
* There may not be a Choirboy in play. But if there is, and they are still alive when the Demon kills the King, the Choirboy learns who the Demon is.
</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 ==
Each night, remove previous reminders then put the Barista’s '''SOBER AND HEALTHY''' reminder or their '''ACTS TWICE''' reminder by any character token. Wake that character’s player and show them the '''THIS CHARACTER SELECTED YOU''' info token, the Barista token, then one finger (''to show they are sober and healthy'') or two fingers (''to show they act twice''). Put that player to sleep.


During the first night, wake the Demon. Show them the '''THIS PLAYER IS''' info token, then the King token, then point at the King player. Put the Demon to sleep.
A player marked '''SOBER AND HEALTHY''' is sober and healthy (even if they’re also marked '''DRUNK''' or '''POISONED''') and always gets true information (''even if an ability would make them drunk or poisoned'').


When the number of dead players equals or exceeds the number of alive players, add a night token to the King’s entry on the night sheet. Each night, if the King has a night token on the night sheet, wake the King. Show one alive character token. Put the King to sleep.
A player marked '''ACTS TWICE''' acts twice at the appropriate time. (''If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.'') Use the Barista’s '''?''' reminders if needed, to substitute for the character’s own reminders.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Think carefully about what character tokens to show the King. Don’t be afraid to give great information. Most Kings will die before the final day. A King that lives to the final day will usually win, and that’s ok.
Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.
<hr />
The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.
</div>
</div>
</div>
</div>
Line 74: Line 72:


<div class='example'>
<div class='example'>
Amy is the King. There are 12 players alive, and one dead player. On the second night, she learns nothing. On the third night, she learns nothing. On the fourth day, there are 7 dead players and 6 alive players. On the fourth night, Amy learns that the {{Good|Snitch}} is alive. On the fifth night, she learns that the {{Evil|Witch}} is alive.
The Barista makes the {{Good|Sage}} sober and healthy.  
</div>
</div>


<div class='example'>
<div class='example'>
The Demon knows that Abdallah is the King. Evin is claiming to be the {{Good|Choirboy}}, but is the {{Good|Butler}}. The Demon takes a risk and kills Abdallah. If Evin was actually the {{Good|Choirboy}}, he would have learnt which player was the Demon.
The {{Good|Klutz}} acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the {{Evil|Witch}} act twice. Two players are cursed.
</div>
</div>


Line 88: Line 86:


<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) ==
 
* The King is one of the few characters who can come out early and confidently. The Demon knows who the King is and knows they might be a possible trap if killed too early in the game. Because the Demon can only kill the King if they’re confident the {{Good|Choirboy}} is out of the way, the King is likely to survive to the end game.
 
* The King can also wait secretly. The King gets a lot of really good information at the end of the game, and while Kings often come out, staying silent might be a good way to throw the Demon off. You can quietly watch for players who seem to be paying you too much attention as this might be the Demon.
 
* The King’s protection from the Demon lasts as long as the {{Good|Choirboy}} is alive. Find another good player and secretly let others know that they are the {{Good|Choirboy}}. If there is no {{Good|Choirboy}} in play, this might help drive the Demon mad as they desperately hunt for the {{Good|Choirboy}}. If there is one in play, it provides a false target for the Demon, helping the {{Good|Choirboy}} (and therefore you) to stay alive.


* Coming out straight away as the King creates a fun gambit. Because the only other characters who are certain whether the King is in play or not are the {{Good|Choirboy}} and the Demon. By coming out straight away, you’re throwing down a challenge that suggests you’re either the King or the Demon. In this way, you can ask people for their characters with the promise that you will consent to be executed before the final night to lessen suspicion that you’re the Demon.
* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.


* Because the King’s information at the end of the game can be very powerful and because Kings are prime suspects of being the Demon, the chance that a public King survives to the end game is quite low. If you go public, focus on using your position to form a trusted court around you rather than surviving.
* The Storyteller will help the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.


* There is a lot of fun in being the King and holding court. Make other players come to you and tell you their secrets, rather than wandering around the court like a peasant.
* Having a good player act twice can be very helpful, if that player is a character such as the {{Good|Artist}}, {{Good|Seamstress}}, or {{Good|Clockmaker}}. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a {{Evil|No Dashii}} is getting true information. It even means that in a game with {{Evil|Vortox}}, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.
</div>
</div>


Line 108: Line 100:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the King ==


When bluffing as the King, there are a few things you should keep in mind:
== Tips & Tricks (if you are evil) ==


* The King can be a really fun character to bluff as. Players are likely to be more accepting of Kings as being loud and directing the flow of the game. Being the King gives you a great excuse to try and steer the narrative of the game, because you should have a lot of character information at your fingertips.
* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do it!


* It can be really helpful to build a circle of trust with a bunch of players, because if you survive until the late game, you can help verify or deny the character claims other players are making. You can support the bluff another evil player is making by announcing it is in play, or you can throw shade on a player by suggesting their character was never revealed to you.
* The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.


* If you’re a Minion, come out publicly as the King straight away, since most players will believe you are either the King or the Demon at that point. If there is a King in play, it will make them more distrusted, undermining any information they get - even if it throws you under the bus at the same time. It’s a great way to get yourself and the real King executed, thus eliminating the problem they pose for the Demon.
* If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the {{Evil|Witch}}, {{Evil|Cerenovus}} and {{Evil|Pit-Hag}} effects may not be obvious. Be on the lookout for multiple {{Evil|Witch}} targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the {{Evil|Cerenovus}} - a little pressure may make them crack, and be executed as a result.  


* If you survive to the end game, use the fake information you have to make powerful revelations. Confirm the bluff of a fellow evil player. Suggest that a particular Minion or a particular Demon is in play when they are not. Just be careful to make sure your information is consistent with the game so far.  
* If evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In [[Sects & Violets]], all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.


* Since the {{Good|Choirboy}} can only be in play if the King is in play, if the Demon learns there is no King in play they also know the {{Good|Choirboy}} is not. This could potentially be two extra bluffs (which you can give your Minions) on top of those you learn at the start of the game.
</div>
</div>


Line 127: Line 117:
</div>
</div>


[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 08:05, 5 September 2024

Icon barista.png Information

Type Traveller
Artist Aidan Roberts

“A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?”

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

Summary

"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."

The Barista either makes people sober & healthy, or allows them to act twice as much as normal.

  • The Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does.
  • If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk.
  • If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.

How to Run

Each night, remove previous reminders then put the Barista’s SOBER AND HEALTHY reminder or their ACTS TWICE reminder by any character token. Wake that character’s player and show them the THIS CHARACTER SELECTED YOU info token, the Barista token, then one finger (to show they are sober and healthy) or two fingers (to show they act twice). Put that player to sleep.

A player marked SOBER AND HEALTHY is sober and healthy (even if they’re also marked DRUNK or POISONED) and always gets true information (even if an ability would make them drunk or poisoned).

A player marked ACTS TWICE acts twice at the appropriate time. (If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.) Use the Barista’s ? reminders if needed, to substitute for the character’s own reminders.

Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.


The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.

Examples

The Barista makes the Sage sober and healthy.

The Klutz acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the Witch act twice. Two players are cursed.

Tips & Tricks (if you are good)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.
  • The Storyteller will help the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.
  • Having a good player act twice can be very helpful, if that player is a character such as the Artist, Seamstress, or Clockmaker. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a No Dashii is getting true information. It even means that in a game with Vortox, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.

Tips & Tricks (if you are evil)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do it!
  • The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.
  • If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the Witch, Cerenovus and Pit-Hag effects may not be obvious. Be on the lookout for multiple Witch targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the Cerenovus - a little pressure may make them crack, and be executed as a result.
  • If evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In Sects & Violets, all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.