Actions

Saint: Difference between revisions

From Blood on the Clocktower Wiki

(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <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> [...")
 
No edit summary
Tag: Manual revert
 
(15 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
<div class="row">
<div class="row">


<div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'>
<div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'>


<div id='character-details'>
<div id='character-details'>
[[File:icon_butler.png|250px]]
<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>
[[File:icon_saint.png|250px]]
[[File:logo_trouble_brewing.png|200px]]
<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>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>
 
</div>
<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>
[[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: 14px; text-align: center;">by Andrew Nathenson</span>
<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>
</div>
Line 27: Line 35:
<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Butler may only vote when their Master (another player) votes.
<div class="row">
 
<div class="small-12 large-6 columns">
== 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.
</div>


__TOC__
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
If the Saint dies by execution, declare that the game ends and evil wins.


== Character Text ==
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.
</div>


"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."
</div>
<br><br>
 
<div class='row'>
 
<div class="small-12 large-12 columns" style="padding-right: 0;">


== Examples ==
== Examples ==


<div>
<div class='example'>
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.
</div>


<div class='example'>
<div class='example'>
The {{Good|Butler}} chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the {{Good|Butler}} may too. If not, then the {{Good|Butler}} may not raise their hand
The {{Evil|Imp}} is nominated, and the players vote. The {{Traveler|Gunslinger}} kills the Saint. The Saint dies, and the game continues.
</div>
</div>
 
<div class='example'>
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'>
</div>
A nomination is in progress. The {{Good|Butler}} and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The {{Good|Butler}} must lower their hand immediately.
</div>


<div class='example'>
</div>
The {{Good|Butler}} is dead. Because dead players have no ability, the {{Good|Butler}} may vote with their vote token at any time.
</div>


</div>
<div class='row'>


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


* The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.
* 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 {{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.
 
* 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.


* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.
* 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}}.
</div>


* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!
</div>


* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.
<div class='row'>


* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.
<div class="small-12 large-12 columns" style="padding-right: 0;">


*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their {{Good|Butler}} tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.
== Bluffing as the Saint ==


* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?
When bluffing as the Saint, there are a few things you should keep in mind:


* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.
* You would never wake, learn anything, or act during the day, except on your execution, at which point the game is already over.
<br>


== Bluffing as the Butler ==
* 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.


When bluffing as the {{Good|Butler}}, there are a few things you should keep in mind:
* 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.


* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.
* 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.


* Nobody suspects the {{Good|Butler}}! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the {{Good|Butler}} is a great bluff for good and evil players alike.
* 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 don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.
* 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}}.  


* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!
* 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}}.


* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.
* 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}}).


* If you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!
* 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.


* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.
* 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.


* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.
* 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 {{Good|Drunk}}, or cause the good team to think that a {{Evil|Baron}} is in play.
 
</div>
 
</div>


</div>
</div>
</div>


[[Category:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Latest revision as of 09:06, 6 December 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

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.