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Alsaahir and Preacher: Difference between pages

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


[[File:icon_alsaahir.png|250px]]
[[File:icon_preacher.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 #Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougal</td>
<td>John Grist</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>27/06/2024</td>
<td>04/07/2020</td>
</tr>
</tr>
</table>
</table>
<p class='flavour'>"I am here because of you, and you are here because of me."</p>


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<p class='flavour'>"It is better to be rich and healthy than poor and sick."</p>
<youtube>04kl17bV8Uw</youtube>


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</span>
</span>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Vizier|vizier|Evil|If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.}}
{{Jinx|Legion|legion|Evil|If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.}}
{{Jinx|Riot|riot|Evil|Riot registers as a Minion to the Preacher.}}
{{Jinx|Summoner|summoner|Evil|If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.}}
{{Jinx|Vizier|vizier|Evil|If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.}}
</table>
</table>


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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Once per day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins."
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
 
The Alsaahir guesses the entire evil team.
* The Alsaahir's guesses need to be public, and they need to be during the day. They don't have to guess every day.
* Other players may pretend to be the Alsaahir and make a guess. Like the Juggler or the Gossip, the Storyteller will briefly pretend that player is the Alsaahir.
* If the Alsaahir guesses the Demon player as the Demon, and the Minion players as Minions, the game ends immediately. The Alsaahir must guess all Demon and Minion players.
* The Alsaahir doesn't need to guess specific minion characters, nor demon characters.
* If there is more than one Demon in play, all Demons must be guessed.
* If a player is a Minion and a Demon, such as Legion, the Alsaahir must guess this player as a Demon.
* Once a guess is made, the Alsaahir cannot change their mind later that day and guess again.
* The Alsaahir needs to guess Minions and Demons, even if they are good, but need not guess which Travellers are evil.
* If the evil team has changed during the game, the Alsaahir must guess the current evil team, not the starting evil team.


The Preacher removes the Minion abilities of selected players.
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</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 day, once only, if the Alsaahir declares that they wish to use their ability, prompt them to guess which player is the Demon, and which player(s) are Minions. If incorrect, nothing happens, and the game continues. If correct, declare that good wins.
Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.
 
From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.
 
If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.
'''Optional rule''': like the {{Good|Juggler}} and the {{Good|Gossip}}, the Storyteller may limit the number of players that make an Alsaahir guess to three players per day. Only use this optional rule if so many players are bluffing as the Alsaahir that the game slows down and ceases to be fun.
 
</div>
If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.
 
In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.
 
If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.
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<div class='example'>
<div class='example'>
The Alsaahir guesses four good players. Nothing happens.
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
</div>
 
<div class='example'>
The Alsaahir guesses that Doug is the Demon, and Ben and Sarah are Minions. Doug is the Demon, and Ben and Sarah are Minions. Good wins immediately.
</div>
</div>


<div class='example'>
<div class='example'>
The drunk Alsaahir guesses that Doug is the Demon, and Ben and Sarah are Minions. Doug is the Demon, and Ben and Sarah are Minions. Nothing happens and the game continues. The next day, the sober Alsaahir guesses that Ben is the Demon and Doug and Sarah are Minions. Nothing happens and the game continues.
The Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
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== Tips & Tricks ==
== Tips & Tricks ==


* Make a guess every day! Every guess you make narrows down who the Demon and Minion players are.
* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
 
* Wait a few days before making your first guess, to hide that you are the Alsaahir. The evil team may want to poison and kill you if they know who you are, so hiding your role helps you stay sober and live longer.
 
* Use your guesses to intentionally rule out pairs or groups of players that worry you. For example, if the {{Good|Librarian}} is claiming to confirm the {{Good|Saint}}, you can prove that they are not the evil team by guessing them as the Minion and Demon.  
 
* If there is an Alsaahir on the script, bluff as the Alsaahir and make a guess to cover for the Alsaahir. Similar to the {{Good|Juggler}} and the {{Good|Gossip}}, if several good players publicly claim to be the Alsaahir, the evil team will find it harder to identify the real Alsaahir. But be careful: If too many players are bluffing Alsaahir, it might hide useful information from the good team!
 
* If you die at night, pay attention to the guesses you made right before you died. You may have scared the evil team by getting too close to the truth!


* Encourage good players to come out and share their information, so they can be a demon target instead of you. It's better for you to stay alive as long as possible, because the Alsaahir's power grows as the game progresses.
* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!


* As the Alsaahir, pay attention to other players' Alsaahir guesses. Other good players often have information or social cues that inform their guesses, and they might be right!
* If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!


* Seek out characters that detect evil players, such as the {{Good|Investigator}}, {{Good|Empath}}, {{Good|Fortune Teller}}, or {{Good|Bounty Hunter}}, and use their information to boost your chances of guessing correctly.
* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.


* Pick one player you're certain is evil, and guess different combinations of players that always include that one player.
* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!


* Remember to include dead players in your guesses! If you think the Imp killed themself in the night, or the {{Evil|Fang Gu}} jumped to an Outsider, you'll need to guess the dead demon and the living demon as Demons, and any minions (dead or alive) as a Minion.
* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
 
* If you think you've been poisoned, make the same guess again the following day.
 
* Find the evil team first. Once you are more or less certain who the evil team is, guess different combinations of Minions and Demons with the same players to win using your ability, or to avoid accidentally executing a Minion.
 
* Be aware of the character distribution for the player count. If you normally play in a group of 12, you might forget to guess a 3rd minion in games of 13 or more players.
 
* Read the red section on the character sheet. Be aware of possible unusual types of evil characters that change the makeup of the Evil team. If there is a {{Evil|Lil' Monsta}}, {{Evil|Legion}}, {{Evil|Riot}}, or other such character, you will need to guess an unusual amount of Minions or Demons.
 
* Be aware of characters that change which player is the Demon mid-game. If there is an {{Evil|Imp}}, {{Evil|Fang Gu}}, or {{Evil|Scarlet Woman}} on the script, you may need to change your guesses as new information enters the game.


* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Preacher ==
When bluffing as the Preacher, there are a few things you should keep in mind:
* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.


== Bluffing as the Alsaahir ==
* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!


* It is easy to bluff as the Alsaahir early in the game, because often, good players do it too! Even if there is an Alsaahir in play, you can bluff as the Alsaahir safely, as long as you have a backup bluff for later on.
* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)


* Be careful with your guesses. Put some thought into who you guessed yesterday and who you will guess tomorrow. If you rule out too many possible evil teams, you might find yourself in an inconsistency by the time that the final day arrives. This is twice as important if you are the Demon and alive on the final day.
* If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.


* Ask for other players' advice on who to guess. Ask good players for their advice to make yourself look good. Ask for evil players' advice to make them look good.
* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.


* Avoid guessing trusted good players. If the good team sees you unsuccessfully try to make a good player look evil, they will likely suspect that you are evil, which further confirms the good player as good.
* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!


* Seek out good characters who detect evil abilities. Gain their trust so you can "use their information" in your guesses. But, be careful... this might backfire if they end up detecting you!
* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.


* Draw attention to your guesses! Make the game all about you! Give a little song and dance and drama to your guesses! The more that the good players are focused on you and your guesses, the more that they think that you are the Alsaahir!
* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!


</div>
</div>

Revision as of 16:13, 18 October 2024

Icon preacher.png Information

Type Townsfolk
Artist John Grist
Revealed 04/07/2020

"It is better to be rich and healthy than poor and sick."

Related Jinxes (Open)

Icon legion.png

Legion

If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.

Icon riot.png

Riot

Riot registers as a Minion to the Preacher.

Icon summoner.png

Summoner

If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.

Icon vizier.png

Vizier

If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.

Summary

"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."

The Preacher removes the Minion abilities of selected players.

How to Run

Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.

From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.

If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.

If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.

If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.

In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.

If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.

Examples

Alex is the Preacher. On the first night, the Preacher chooses the Fearmonger. The Fearmonger loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the Slayer. Nothing happens because the Slayer is not a Minion. On the third night, the Preacher chooses the Po. Nothing happens because the Po is not a Minion. On the fourth night, the Preacher chooses the Poisoner. The Poisoner loses their ability and learns that they have been chosen by the Preacher.

The Preacher has previously chosen the Spy, the Saint, the Drunk, and the Goblin. The Spy and the Goblin have no ability, so the Spy doesn't see the Grimoire each night, and the Goblin cannot win by being executed. The Preacher becomes drunk. The Spy and the Goblin regain their abilities. The Spy sees the Grimoire that night, and the Goblin will win if executed. The Preacher becomes sober, so once again the Spy and Goblin have no abilities. The Spy dies. The Preacher dies. The Goblin gets their ability back, but the Spy does not, because the Spy is dead.

Tips & Tricks

  • The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
  • Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their Boomdandy or outsmarting their Mezepheles. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the Butler or the Barber!
  • If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
  • On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
  • If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an Assassin after they've already killed doesn't really achieve too much for your team, but a Widow losing their ability has still seen the Grimoire, but will lose their ability to poison. A Pit-Hag would be a even more urgent priority again!
  • Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
  • The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the Vigormortis and an evil aligned Bone Collector. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!

Bluffing as the Preacher

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

  • Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
  • To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the Witch or Cerenovus), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of Witch deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
  • Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
  • If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
  • You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a Butler bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
  • If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
  • Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the Fang Gu for example. A Preacher dying at night has a lot more credibility than one who is executed.
  • Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An Assassin kill or a Devil's Advocate execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!