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Barista and Mathematician: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_barista.png|250px]]
[[File:icon_mathematician.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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<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>John Grist</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."</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>
<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 style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/21306354/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-9-19%2F119785121-44100-2-1f55b6910cc3b.m4a">You need to enable JavaScript to play this audio</div>
 
</div>
 
<div id='jinxes'>
 
<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;">Related Jinxes</span>
 
<table style="width: 90%; margin: 0 auto;">
<tr>
<td>
[[File:icon_chambermaid.png|300px|link=Chambermaid]]
</td>
<td>
<p style="font-family: Trade Gothic LT Std; font-size: 16px; margin: 0;">{{Good|Gambler}}</p>
<p style="font-style: italic;">The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.</p>
</td>
</tr>
<tr>
<td>
[[File:icon_lunatic.png|300px|link=Lunatic]]
</td>
<td>
<p style="font-family: Trade Gothic LT Std; font-size: 16px; margin: 0;">{{Good|Lunatic}}</p>
<p style="font-style: italic;">The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.</p>
</td>
</tr>
</table>


</div>
</div>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."


The Barista either makes people sober & healthy, or allows them to act twice as much as normal.
The Mathematician knows how many things have gone wrong since dawn today.
* 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.
* When an ability does not work in the intended way due to another character’s interference, the Mathematician will learn that it happened. They’ll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn’t, due to another character.
* 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 Mathematician does not learn which players this happened to, only how many times it happened.
* 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 Mathematician does not detect their own ability failing.
* The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players’ abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp’s attack, would each be detected. The poisoned Empath getting true information would not.
</div>
</div>


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== 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.
Each time a character’s ability works abnormally due to another character’s ability, mark them with an '''ABNORMAL''' reminder.  


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'').
Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with '''ABNORMAL''' reminders. Put the Mathematician to sleep. Remove all '''ABNORMAL''' reminders.
 
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;">
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>


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<div class='example'>
<div class='example'>
The Barista makes the {{Good|Sage}} sober and healthy.  
The poisoned {{Good|Oracle}} learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.  
</div>
</div>


<div class='example'>
<div class='example'>
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.
The poisoned {{Good|Snake Charmer}} chooses a Townsfolk player, and nothing happens. The drunk {{Good|Juggler}} gets correct information. The {{Good|Savant}} learns two pieces of true information. Later that night, the Mathematician learns a "1" because the {{Good|Snake Charmer}} and {{Good|Juggler}}'s abilities worked as normal, whilst one of the {{Good|Savant}}'s facts was true when it should have been false.
</div>
 
<div class='example'>
A {{Evil|Vortox}} is in play. Five good players got false information. The {{Evil|Witch}} is drunk, and when their cursed player nominated, nothing happened. Even though six abilities worked abnormally, the Mathematician learns a "4" due to the {{Evil|Vortox}}'s ability.
</div>
</div>


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


* 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.
* Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the {{Good|Clockmaker}}, {{Good|Flowergirl}}, {{Good|Seamstress}} and {{Good|Oracle}} (among others) will need your help making sure their information should be acted upon!


* 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.
* Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the {{Good|Sweetheart}}, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a {{Evil|Pit-Hag}} just created a {{Evil|No Dashii}}.
 
* Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the {{Evil|No Dashii}} and {{Evil|Vortox}}. However, you will also detect character abilities not working as intended due to the {{Good|Sweetheart}} after death, or the {{Good|Philosopher}} duplicating an in-play character, and a poisoned {{Good|Snake Charmer}} trying to use their ability on the Demon, but nothing happening.
 
* Beware of the {{Evil|Vortox}}! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a {{Evil|Vortox}} is in town.
 
* Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.
 
* Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.
 
* If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.
 
* Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a {{Good|Flowergirl}} or a {{Good|Juggler}} you're also just not as much of a threat.
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== Tips & Tricks (if you are evil) ==
== Bluffing as the Mathematician ==
 
When bluffing as the Mathematician, there are a few things you should keep in mind:
 
* Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.
 
* Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.
 
* Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.


* 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!
* Switch your information up when an obvious change would indicate that it should. For example, if a {{Good|Sweetheart}} dies, or if a {{Good|Philosopher}} becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the {{Good|Sweetheart}} and {{Good|Philosopher}} are also telling the truth.


* 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 know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a {{Evil|Vortox}} is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a {{Evil|Fang Gu}} is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.


* 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 know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a {{Evil|Vigormortis}} is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a {{Evil|No Dashii}} is in play instead.


* 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.
* As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming to be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.


* If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.
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[[Category:Travellers]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]

Revision as of 11:14, 5 October 2024

Icon mathematician.png Information

Type Townsfolk
Artist John Grist

"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

Related Jinxes

Icon chambermaid.png

Gambler

The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.

Icon lunatic.png

Lunatic

The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.

Summary

"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."

The Mathematician knows how many things have gone wrong since dawn today.

  • When an ability does not work in the intended way due to another character’s interference, the Mathematician will learn that it happened. They’ll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn’t, due to another character.
  • The Mathematician does not learn which players this happened to, only how many times it happened.
  • The Mathematician does not detect their own ability failing.
  • The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players’ abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp’s attack, would each be detected. The poisoned Empath getting true information would not.

How to Run

Each time a character’s ability works abnormally due to another character’s ability, mark them with an ABNORMAL reminder.

Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with ABNORMAL reminders. Put the Mathematician to sleep. Remove all ABNORMAL reminders.

Examples

The poisoned Oracle learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.

The poisoned Snake Charmer chooses a Townsfolk player, and nothing happens. The drunk Juggler gets correct information. The Savant learns two pieces of true information. Later that night, the Mathematician learns a "1" because the Snake Charmer and Juggler's abilities worked as normal, whilst one of the Savant's facts was true when it should have been false.

A Vortox is in play. Five good players got false information. The Witch is drunk, and when their cursed player nominated, nothing happened. Even though six abilities worked abnormally, the Mathematician learns a "4" due to the Vortox's ability.

Tips & Tricks

  • Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the Clockmaker, Flowergirl, Seamstress and Oracle (among others) will need your help making sure their information should be acted upon!
  • Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the Sweetheart, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a Pit-Hag just created a No Dashii.
  • Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the No Dashii and Vortox. However, you will also detect character abilities not working as intended due to the Sweetheart after death, or the Philosopher duplicating an in-play character, and a poisoned Snake Charmer trying to use their ability on the Demon, but nothing happening.
  • Beware of the Vortox! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a Vortox is in town.
  • Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.
  • Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.
  • If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.
  • Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a Flowergirl or a Juggler you're also just not as much of a threat.

Bluffing as the Mathematician

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

  • Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.
  • Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.
  • Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.
  • Switch your information up when an obvious change would indicate that it should. For example, if a Sweetheart dies, or if a Philosopher becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the Sweetheart and Philosopher are also telling the truth.
  • If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a Vortox is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a Fang Gu is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.
  • If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a Vigormortis is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a No Dashii is in play instead.
  • As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming to be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.
  • If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.