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<p class='flavour'>"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"</p>
<p class='flavour'>"Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all."</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_trouble_brewing.png|100px]]
[[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/8508839/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-10-18%2F34610165-44100-2-3bedcf44e408b.mp3">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/15144691/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-5-13%2F82007111-44100-2-b610318605aae.mp3">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 style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
</span>
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Riot|riot|Evil|If a good player nominates and kills the Saint, the Saint's team loses.}}
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== Summary ==
== Summary ==
"You might register as evil & as a Minion or Demon, even if dead."
"If you die by execution, your team loses."


The Recluse might appear to be an evil character, but is actually good.
The Saint ends the game if they are executed.
*  
* If the Saint dies by execution, the game ends. Good loses and evil wins.
*  
* If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
If the Saint dies by execution, declare that the game ends and evil wins.
The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.
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<div class='example'>
<div class='example'>
The {{Good|Slayer}} uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the {{Evil|Imp}}, so the Recluse dies. The {{Good|Slayer}} believes that they just killed the {{Evil|Imp}}.  
There are seven players alive and nominations are in progress. The Saint gets four votes and is about to die. Then, the {{Evil|Baron}} is nominated but only gets three votes. No more nominations occur today. The Saint is executed, and evil wins.
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<div class='example'>
<div class='example'>
The {{Good|Empath}}, who neighbours the Recluse and the {{Good|Monk}}, learns she is neighbouring one evil player. The next night, the {{Good|Empath}} learns they are neighbouring no evil players.
The {{Evil|Imp}} is nominated, and the players vote. The {{Traveler|Gunslinger}} kills the Saint. The Saint dies, and the game continues.
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<div class='example'>
<div class='example'>
The {{Good|Investigator}} learns that either the Recluse or the {{Good|Saint}} is the {{Evil|Scarlet Woman}}.
The Saint is executed. However, the {{Traveler|Scapegoat}}'s ability is triggered, so the {{Traveler|Scapegoat}} dies instead. The game continues, because the Saint did not die.
</div>
 
<div class='example'>
The Recluse is executed. The {{Good|Undertaker}} learns that the {{Evil|Imp}} was executed.
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<div class='example'>
The Recluse neighbours the {{Evil|Imp}} and an Evil Traveller. Because showing a "2" to the {{Good|Chef}} might be too revealing, the {{Good|Chef}} learns true information, a "0,” instead.
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== Tips & Tricks ==
== Tips & Tricks ==


* Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the {{Good|Chef}}, {{Good|Empath}} or {{Good|Investigator}}. Characters that get further information, like the {{Good|Fortune Teller}} and {{Good|Ravenkeeper}} will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.
* Do not get executed.


* Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.
* No, really. Don't. If you die by execution, the game ends, and your whole team loses. Make sure the good team knows you are the Saint! Tell it in the streets! Tell it from the rooftops! Tell it to everybody! You must be believed to be a good player, or it's curtains. If you have been nominated, cry black and blue that you are the Saint, loudly and publicly... the fate of the game depends on it.


* Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the {{Good|Undertaker}} will not get reliable information about you.
* To help prove that you are good, you can arrange for other good players to confirm your identity. Kill players sitting between you and an {{Good|Empath}} so that the {{Good|Empath}} learns your alignment. Convince the {{Good|Fortune Teller}} to select you at night to prove you are not the Demon. Find a {{Good|Ravenkeeper}} and get them to agree to choose you so they learn who you are. Get a {{Good|Slayer}} to attempt to slay you. The Demon will usually not want to kill you at night, so the question of who you really are will be asked by the group at some stage, and having some players back you up could be crucial.


* You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an {{Good|Empath}} who is saying that both their neighbours are good, or if a {{Good|Fortune Teller}} says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.
* Alternatively, either stay silent, or bluff as a juicy target for the Demon to attack, such as the {{Good|Slayer}} or the {{Good|Monk}}. If you die at night, then you remove the possibility of being executed accidentally by the good team. It's only executions that count for your ability.


* Don't get Slayed! The {{Good|Slayer}} will usually kill you if they select you, and this will make it look like you are the Demon and a {{Evil|Scarlet Woman}} is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an {{Good|Undertaker}} will usually learn that you are a Minion or Demon, confusing the good team even further.
* Find out which other Outsiders are in play. If there are supposed to be two Outsiders in the game, and the only Outsiders to come out publicly are you and the {{Good|Recluse}}, for example, then even though you both look inherently suspicious, there are supposed to be two Outsiders in play, so the good team may believe that you are good for this reason alone. If you're the only one, so much the better! It must be you and a {{Good|Drunk}}.
 
* Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the {{Good|Chef}} or {{Good|Empath}} can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.
 
* If the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.
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== Bluffing as the Recluse ==


When bluffing as the Recluse, there are a few things you should keep in mind:
== Bluffing as the Saint ==
 
When bluffing as the Saint, there are a few things you should keep in mind:
 
* You would never wake, learn anything, or act during the day, except on your execution, at which point the game is already over.
 
* Because of the Saint's lose condition, it is easily one of the best evil bluffs in the game. It is such a risk to execute you that the good team will usually err on the side of caution and leave you alone. This does not mean that it is bulletproof; on the final day, you're at the same risk as everyone else (since if they don't execute the Demon, they lose anyway). You'll also come under a reasonable amount of scrutiny as the game progresses.
 
* Saint is often an excellent bluff for the {{Evil|Poisoner}} in particular. Even if the good team truly believe you to be evil, perhaps with information from all three of the {{Good|Investigator}}, {{Good|Empath}}, and {{Good|Ravenkeeper}}, the good team may still be too scared to execute you before the final day, by when you've already done all the damage you need to. You can then either get executed and win for the evil team, or if you think the good team know you're not the Demon, have the {{Evil|Imp}} attack themself in the night and make you the new Demon.
 
* If you are the {{Evil|Imp}}, you know that your execution causes your team to lose if there's no {{Evil|Scarlet Woman}} in the game. Because of that, if you're slated to be executed and try desperately to save yourself, the good team may correctly interpret that as a Demon trying to save themselves, at least long enough to kill themself and pass on the responsibilities to a Minion. That is severely limited by the Saint bluff, however - they may read that you want to avoid execution to stop your team from losing, but not know which team that is.
 
* Bluffing as the Saint in a game with no {{Evil|Baron}} can be tricky since you will likely be conflicting with other Outsiders. Fortunately, your lose condition makes you a larger threat to execute over a {{Good|Butler}} or {{Good|Recluse}}; use this to your advantage to leverage the execution of a good player.


* You would never wake, learn anything, or act during the day.
* You may be detected as evil at some point during the game. A great counter-argument is that because you are the Saint, you are being targeted by the Storyteller. For example, you could say you are the {{Good|Fortune Teller}}'s false positive, or that an {{Good|Empath}} getting an evil read on you is actually {{Good|Drunk}}.  


* "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the {{Good|Empath}}. {{Good|Fortune Teller}} and even the {{Good|Investigator}}!
* Good players benefit from bluffing as the Saint as well! Demons are unlikely to target a Saint since they would much rather they be executed. Using this to your advantage can allow you to survive a few days longer as an {{Good|Empath}} or {{Good|Fortune Teller}}.


* Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities
* If you are executed, it will become immediately obvious you are not the Saint when the game doesn't end. Be prepared to have a back up bluff, such as the {{Good|Recluse}}, or a powerful Townsfolk who didn't want to die (like the {{Good|Undertaker}} or {{Good|Slayer}}).


* Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.
* Beware of {{Good|Slayer}}(s)! The Saint is usually a very powerful bluff to keep yourself safe from execution, but if a {{Good|Slayer}} is in play, they will very likely want to test you, and would not trigger the Saint's lose condition using their ability. One good way to circumvent this is to have a Minion bluff as the Saint, get slayed, and then have the {{Evil|Imp}} pass the Demonhood to them after that.


* As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the {{Good|Undertaker}} or {{Good|Ravenkeeper}} have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.
* If you get nominated, drop any previous bluff and come out as the Saint. Claim that your previous information and character were a ploy to attempt to get the Demon to target you. This will usually give the good team significant pause.


* Knowing that you register as evil will give the good team information to work with; be wary of characters like the {{Good|Chef}}, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.
* Don't be afraid to claim to be the Saint, even if there's already one in play. The good team can usually resolve cases of two players claiming to be the same character by executing them both in either order, but this is not possible to do with the Saint.


* Claiming to be an Outsider can obscure the presence of a {{Good|Drunk}}, and perhaps imply the existence of a {{Evil|Baron}}.
* Claiming to be an Outsider can obfuscate the presence of the {{Good|Drunk}}, or cause the good team to think that a {{Evil|Baron}} is in play.


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[[Category:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Outsider]]
[[Category:Outsiders]]

Latest revision as of 14:58, 7 October 2024

Icon saint.png Information

Type Outsider
Artist Aidan Roberts

"Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Related Jinxes (Open)

Icon riot.png

Riot

If a good player nominates and kills the Saint, the Saint's team loses.

Summary

"If you die by execution, your team loses."

The Saint ends the game if they are executed.

  • If the Saint dies by execution, the game ends. Good loses and evil wins.
  • If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

How to Run

If the Saint dies by execution, declare that the game ends and evil wins.

The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.

Examples

There are seven players alive and nominations are in progress. The Saint gets four votes and is about to die. Then, the Baron is nominated but only gets three votes. No more nominations occur today. The Saint is executed, and evil wins.

The Imp is nominated, and the players vote. The Gunslinger kills the Saint. The Saint dies, and the game continues.

The Saint is executed. However, the Scapegoat's ability is triggered, so the Scapegoat dies instead. The game continues, because the Saint did not die.

Tips & Tricks

  • Do not get executed.
  • No, really. Don't. If you die by execution, the game ends, and your whole team loses. Make sure the good team knows you are the Saint! Tell it in the streets! Tell it from the rooftops! Tell it to everybody! You must be believed to be a good player, or it's curtains. If you have been nominated, cry black and blue that you are the Saint, loudly and publicly... the fate of the game depends on it.
  • To help prove that you are good, you can arrange for other good players to confirm your identity. Kill players sitting between you and an Empath so that the Empath learns your alignment. Convince the Fortune Teller to select you at night to prove you are not the Demon. Find a Ravenkeeper and get them to agree to choose you so they learn who you are. Get a Slayer to attempt to slay you. The Demon will usually not want to kill you at night, so the question of who you really are will be asked by the group at some stage, and having some players back you up could be crucial.
  • Alternatively, either stay silent, or bluff as a juicy target for the Demon to attack, such as the Slayer or the Monk. If you die at night, then you remove the possibility of being executed accidentally by the good team. It's only executions that count for your ability.
  • Find out which other Outsiders are in play. If there are supposed to be two Outsiders in the game, and the only Outsiders to come out publicly are you and the Recluse, for example, then even though you both look inherently suspicious, there are supposed to be two Outsiders in play, so the good team may believe that you are good for this reason alone. If you're the only one, so much the better! It must be you and a Drunk.

Bluffing as the Saint

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

  • You would never wake, learn anything, or act during the day, except on your execution, at which point the game is already over.
  • Because of the Saint's lose condition, it is easily one of the best evil bluffs in the game. It is such a risk to execute you that the good team will usually err on the side of caution and leave you alone. This does not mean that it is bulletproof; on the final day, you're at the same risk as everyone else (since if they don't execute the Demon, they lose anyway). You'll also come under a reasonable amount of scrutiny as the game progresses.
  • Saint is often an excellent bluff for the Poisoner in particular. Even if the good team truly believe you to be evil, perhaps with information from all three of the Investigator, Empath, and Ravenkeeper, the good team may still be too scared to execute you before the final day, by when you've already done all the damage you need to. You can then either get executed and win for the evil team, or if you think the good team know you're not the Demon, have the Imp attack themself in the night and make you the new Demon.
  • If you are the Imp, you know that your execution causes your team to lose if there's no Scarlet Woman in the game. Because of that, if you're slated to be executed and try desperately to save yourself, the good team may correctly interpret that as a Demon trying to save themselves, at least long enough to kill themself and pass on the responsibilities to a Minion. That is severely limited by the Saint bluff, however - they may read that you want to avoid execution to stop your team from losing, but not know which team that is.
  • Bluffing as the Saint in a game with no Baron can be tricky since you will likely be conflicting with other Outsiders. Fortunately, your lose condition makes you a larger threat to execute over a Butler or Recluse; use this to your advantage to leverage the execution of a good player.
  • You may be detected as evil at some point during the game. A great counter-argument is that because you are the Saint, you are being targeted by the Storyteller. For example, you could say you are the Fortune Teller's false positive, or that an Empath getting an evil read on you is actually Drunk.
  • Good players benefit from bluffing as the Saint as well! Demons are unlikely to target a Saint since they would much rather they be executed. Using this to your advantage can allow you to survive a few days longer as an Empath or Fortune Teller.
  • If you are executed, it will become immediately obvious you are not the Saint when the game doesn't end. Be prepared to have a back up bluff, such as the Recluse, or a powerful Townsfolk who didn't want to die (like the Undertaker or Slayer).
  • Beware of Slayer(s)! The Saint is usually a very powerful bluff to keep yourself safe from execution, but if a Slayer is in play, they will very likely want to test you, and would not trigger the Saint's lose condition using their ability. One good way to circumvent this is to have a Minion bluff as the Saint, get slayed, and then have the Imp pass the Demonhood to them after that.
  • If you get nominated, drop any previous bluff and come out as the Saint. Claim that your previous information and character were a ploy to attempt to get the Demon to target you. This will usually give the good team significant pause.
  • Don't be afraid to claim to be the Saint, even if there's already one in play. The good team can usually resolve cases of two players claiming to be the same character by executing them both in either order, but this is not possible to do with the Saint.
  • Claiming to be an Outsider can obfuscate the presence of the Drunk, or cause the good team to think that a Baron is in play.