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Seamstress and Slayer: Difference between pages

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


[[File:icon_seamstress.png|250px]]
[[File:icon_slayer.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>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"Die."</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_sects_and_violets.png|100px|link=Sects & Violets]]
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]


<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/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>
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</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;">
{{Jinx|Lleech|lleech|Evil|If the Slayer slays the Lleech's host, the host dies.}}
</table>


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== Summary ==
== Summary ==
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment."
"Once per game, during the day, publicly choose a player: if they are the Demon, they die."


The Seamstress learns whether 2 players are on the same team as each other.
The Slayer can kill the Demon by guessing who they are.
* They only get this information once per game, so they had best choose wisely when and who.
* The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
* They may choose alive or dead players or even Travellers.
* The players do not learn the identity of the dead player. After all, it may have been the Recluse!
* A Slayer that uses their ability while poisoned or drunk may not use it again.
* The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again.
* Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.
</div>
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's '''NO ABILITY''' reminder token by the Slayer token.


Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
 
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.
When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
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<div class='example'>
<div class='example'>
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.” 
The Slayer chooses the {{Evil|Imp}}. The {{Evil|Imp}} dies, and good wins!
</div>
</div>


<div class='example'>
<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.”
The Slayer chooses the {{Good|Recluse}}. The Storyteller decides that the {{Good|Recluse}} registers as the {{Evil|Imp}}, so the {{Good|Recluse}} dies, but the game continues.
</div>
</div>


<div class='example'>
<div class='example'>
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.
The {{Evil|Imp}} is bluffing as the Slayer. They declare that they use their Slayer ability on the {{Evil|Scarlet Woman}}. Nothing happens.
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== Tips & Tricks ==
== 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.
* Using your ability late in the game is far more effective than using it early in the game. When fewer people are alive, there is a greater chance that you will select the Demon and win the game. Also, if fewer than five players are alive, then the {{Evil|Scarlet Woman}} cannot become the Demon after you kill it.
 
* However, using your ability early in the game is better than not using your ability at all because you're dead. Most players will die before the final day arrives, so the odds that you'll also be dead by then are high. Make sure you use your ability before you die. The Demon will want to kill you as soon as possible, so it is usually best to wait, then claim to be the Slayer only on the day that you intend to use your ability.
 
* Coordinate with the other good players to help you select which player to choose. When you tell the group that you are the Slayer, you may find that many players reveal who they are and what information they have, so that you can make the best decision about who to slay. You can make particular use of a {{Good|Fortune Teller}}'s info to find people who might be the Demon.
 
* Most of the time, the player that you choose to slay will not be the Demon. This is still useful to do, since you now know a player that is definitely NOT the Demon. Knowing who the Demon isn't is almost as useful as knowing who the Demon is.
 
* Sometimes, it can be useful to choose to slay a player, not because you think that they are the Demon, but because you just want to make sure that they are not. For example, if a player is claiming to be the {{Good|Saint}}, and is about to be executed, you can prove that they are not the Demon by using your ability on them - if they don't die, you will probably want to execute somebody else instead!
 
* An advanced strategy can be to try to influence the Demon's kills with your shot. If someone claims to be the {{Good|Ravenkeeper}}, try to slay them. If they aren't the {{Evil|Imp}}, the real Demon will be forced to make a difficult choice: to kill them, and give them information, or to leave them alive late into the game with everyone knowing they aren't the Demon?
 
* When you choose to use your ability, the Storyteller should allow a minute or so for the group to discuss who they think you should choose. They may give you advice, but it is always your decision. This period can be a good time to pretend to be "about to choose" a particular player... just so you can watch to see how much they sweat under pressure. If, for example, you really want to slay the player claiming to be the {{Good|Mayor}}, you can tell the group that you are really keen to choose the player claiming {{Good|Soldier}}, but secretly you want to see how the {{Good|Soldier}} player reacts before making your final choice.


* 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!
* If you find a {{Good|Monk}} in play, convince them to protect you every night. This way, you can publicly claim to be the Slayer, safe in the knowledge that the Demon can not kill you tonight. Whilst the {{Good|Monk}} is alive, you know you will always be alive tomorrow, so are under no pressure to use your ability today. If the {{Good|Monk}} dies at night, you are no longer safe, but if you die at night whilst the {{Good|Monk}} is still alive, then you know the player is not actually the {{Good|Monk}}.


* 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.
* Beware the {{Evil|Poisoner}}! If you publicly claim to be the Slayer, even if the {{Good|Monk}} is protecting you, you are a prime target for poisoning.


* 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}}.
* Your ability may work on the {{Good|Recluse}}, since the {{Good|Recluse}} might register as the Demon. If your target dies, and claims to be the {{Good|Recluse}}, then they might actually be the {{Good|Recluse}}... or they could have been the Demon, but had a {{Evil|Scarlet Woman}} who is now the Demon.


* 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.
* You can use your ability at any time during the day. There's no need to rush. You can even use it with the day about to end. On the block? Take your shot. Even if you don't have a clue who the Demon is, it's better to have shot someone than to die unspent.


* 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.
* Remember that your ability only works on the Demon. A person surviving your shot does not prove that they are good, merely that they are not the Demon.


* 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.
* Be aware that the {{Evil|Imp}} may change players throughout the game. If you choose to slay a Minion early in the game, nothing will happen, but that same player may be the {{Evil|Imp}} by the end of the game.
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== Bluffing as the Seamstress ==
== Bluffing as the Slayer ==
 
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!
When bluffing as the Slayer, there are a few things you should keep in mind:


* 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 would never wake in the night as the Slayer. Instead, you should publicly announce that you want to claim to be the Slayer, and the Storyteller will take care of the rest of your bluff for you. There is nothing tricky about this character as a bluff.


* 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.
* Nobody will ever die as a result of you "using your Slayer ability". With this in mind, there are a few ways you can choose to handle it:
** Deliberately slaying a Demon or another evil player to make them look like they are not the Demon, which can be useful for setting up bluffs. This is an especially good tactic when combined with the {{Evil|Scarlet Woman}}, since the real Demon can die and pass their ability to a player who has already been exonerated.
** Slaying a good player to confirm them as not the Demon; this will enable you to 'trust' them, and will enable them to want to team up with you because of it.
** Alternatively, you can deliberately slay a good player, and then start to appear evil (e.g. {{Good|Empath}}, setting yourself up to be read by an {{Good|Undertaker}}, etc.) Since you 'protected' a player from suspicion with your ability, they will appear evil as well.


* 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.
* Solicit the opinion of the group on who you should pick. Good players will be keen to help you make the right choice, and working with them will make you look good, also potentially coaxing information characters out from hiding who want to guide you to the right choice.


* 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.
* The Slayer is a good "backup bluff". If you claim to be a character that is already in play, or you are otherwise under suspicion by the group, claiming that you were lying about who you were so that you could survive an extra day or two as the Slayer is believable - after all... that is what a real Slayer might very well do.


* Remember that a Seamstress can not choose themselves. They must choose two other players.
* Bluffing as a Slayer also works for good players! A Slayer with no ability is not a high priority target for the Demon, enabling you to survive and continue secretly gathering information.
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[[Category:Sects & Violets]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 12:41, 5 October 2024

Icon slayer.png Information

Type Townsfolk
Artist Aidan Roberts

"Die."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

Related Jinxes

Icon lleech.png

Lleech

If the Slayer slays the Lleech's host, the host dies.

Summary

"Once per game, during the day, publicly choose a player: if they are the Demon, they die."

The Slayer can kill the Demon by guessing who they are.

  • The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
  • The players do not learn the identity of the dead player. After all, it may have been the Recluse!
  • A Slayer that uses their ability while poisoned or drunk may not use it again.
  • The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again.
  • Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.

How to Run

During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's NO ABILITY reminder token by the Slayer token.

If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."

When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.

Examples

The Slayer chooses the Imp. The Imp dies, and good wins!

The Slayer chooses the Recluse. The Storyteller decides that the Recluse registers as the Imp, so the Recluse dies, but the game continues.

The Imp is bluffing as the Slayer. They declare that they use their Slayer ability on the Scarlet Woman. Nothing happens.

Tips & Tricks

  • Using your ability late in the game is far more effective than using it early in the game. When fewer people are alive, there is a greater chance that you will select the Demon and win the game. Also, if fewer than five players are alive, then the Scarlet Woman cannot become the Demon after you kill it.
  • However, using your ability early in the game is better than not using your ability at all because you're dead. Most players will die before the final day arrives, so the odds that you'll also be dead by then are high. Make sure you use your ability before you die. The Demon will want to kill you as soon as possible, so it is usually best to wait, then claim to be the Slayer only on the day that you intend to use your ability.
  • Coordinate with the other good players to help you select which player to choose. When you tell the group that you are the Slayer, you may find that many players reveal who they are and what information they have, so that you can make the best decision about who to slay. You can make particular use of a Fortune Teller's info to find people who might be the Demon.
  • Most of the time, the player that you choose to slay will not be the Demon. This is still useful to do, since you now know a player that is definitely NOT the Demon. Knowing who the Demon isn't is almost as useful as knowing who the Demon is.
  • Sometimes, it can be useful to choose to slay a player, not because you think that they are the Demon, but because you just want to make sure that they are not. For example, if a player is claiming to be the Saint, and is about to be executed, you can prove that they are not the Demon by using your ability on them - if they don't die, you will probably want to execute somebody else instead!
  • An advanced strategy can be to try to influence the Demon's kills with your shot. If someone claims to be the Ravenkeeper, try to slay them. If they aren't the Imp, the real Demon will be forced to make a difficult choice: to kill them, and give them information, or to leave them alive late into the game with everyone knowing they aren't the Demon?
  • When you choose to use your ability, the Storyteller should allow a minute or so for the group to discuss who they think you should choose. They may give you advice, but it is always your decision. This period can be a good time to pretend to be "about to choose" a particular player... just so you can watch to see how much they sweat under pressure. If, for example, you really want to slay the player claiming to be the Mayor, you can tell the group that you are really keen to choose the player claiming Soldier, but secretly you want to see how the Soldier player reacts before making your final choice.
  • If you find a Monk in play, convince them to protect you every night. This way, you can publicly claim to be the Slayer, safe in the knowledge that the Demon can not kill you tonight. Whilst the Monk is alive, you know you will always be alive tomorrow, so are under no pressure to use your ability today. If the Monk dies at night, you are no longer safe, but if you die at night whilst the Monk is still alive, then you know the player is not actually the Monk.
  • Beware the Poisoner! If you publicly claim to be the Slayer, even if the Monk is protecting you, you are a prime target for poisoning.
  • Your ability may work on the Recluse, since the Recluse might register as the Demon. If your target dies, and claims to be the Recluse, then they might actually be the Recluse... or they could have been the Demon, but had a Scarlet Woman who is now the Demon.
  • You can use your ability at any time during the day. There's no need to rush. You can even use it with the day about to end. On the block? Take your shot. Even if you don't have a clue who the Demon is, it's better to have shot someone than to die unspent.
  • Remember that your ability only works on the Demon. A person surviving your shot does not prove that they are good, merely that they are not the Demon.
  • Be aware that the Imp may change players throughout the game. If you choose to slay a Minion early in the game, nothing will happen, but that same player may be the Imp by the end of the game.

Bluffing as the Slayer

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

  • You would never wake in the night as the Slayer. Instead, you should publicly announce that you want to claim to be the Slayer, and the Storyteller will take care of the rest of your bluff for you. There is nothing tricky about this character as a bluff.
  • Nobody will ever die as a result of you "using your Slayer ability". With this in mind, there are a few ways you can choose to handle it:
    • Deliberately slaying a Demon or another evil player to make them look like they are not the Demon, which can be useful for setting up bluffs. This is an especially good tactic when combined with the Scarlet Woman, since the real Demon can die and pass their ability to a player who has already been exonerated.
    • Slaying a good player to confirm them as not the Demon; this will enable you to 'trust' them, and will enable them to want to team up with you because of it.
    • Alternatively, you can deliberately slay a good player, and then start to appear evil (e.g. Empath, setting yourself up to be read by an Undertaker, etc.) Since you 'protected' a player from suspicion with your ability, they will appear evil as well.
  • Solicit the opinion of the group on who you should pick. Good players will be keen to help you make the right choice, and working with them will make you look good, also potentially coaxing information characters out from hiding who want to guide you to the right choice.
  • The Slayer is a good "backup bluff". If you claim to be a character that is already in play, or you are otherwise under suspicion by the group, claiming that you were lying about who you were so that you could survive an extra day or two as the Slayer is believable - after all... that is what a real Slayer might very well do.
  • Bluffing as a Slayer also works for good players! A Slayer with no ability is not a high priority target for the Demon, enabling you to survive and continue secretly gathering information.