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Vortox and Lord of Typhon: Difference between pages

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[[File:icon_vortox.png|250px]]
[[File:icon_lordoftyphon.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>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Demon|Demon]]</td>
<td>[[Character Types #Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>Chloe McDougall </td>
</tr>
<tr>
<td>Revealed</td>
<td>29/08/2024</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find."</p>
<p class='flavour'>“In the shadowed and forgotten corners of the cosmos, where the stars whisper secrets to the void, lies a truth so profound that the merest glimpse of it unravels the sanity of mortal minds.</p>
<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]]
 
<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/21970647/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-10-2%2F124473139-44100-2-3ca08b145be9d.m4a">You need to enable JavaScript to play this audio</div>


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<table style="width: 90%; margin: 0 auto;">
{{Jinx|Banshee|banshee|Good|If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.}}
{{Jinx|Summoner|summoner|Evil|If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.}}
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== Summary ==
== Summary ==
"Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins."
"Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]"
 
The Lord of Typhon is surrounded by Minions.
* All evil characters sit next to each other in a continuous line. All evil characters (including Travellers and evil Townsfolk) must be in the line at setup.  
* If Lord of Typhon is on the script, the Storyteller decides where Travellers sit, even if the Lord of Typhon is not in play.
* The Lord of Typhon must have an evil character on both sides. They cannot sit at the end of the line of evil characters.
* The evil team starts with one additional Minion.
* Any number of Outsiders might be in play.
* Like the Marionette, the Storyteller decides which players are Minions during setup. The Storyteller also decides which player is which Minion.
* If a Lord of Typhon is created mid game, the Lord of Typhon does not need to sit in a line with the evil characters.


The Vortox makes all information false.
* Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false.
* The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes.
* When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.
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== How to Run ==
== How to Run ==
While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.


While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
During the first night, wake the appropriate number of players directly clockwise and counter-clockwise from the Lord of Typhon. Show each of these players a unique Minion token, and give a thumbs down. Replace these players’ good character tokens with these Minion tokens and put these players to sleep. Then, do the Minion Info and Demon Info steps as normal.


Each night except the first, wake the Vortox. They point at any player. That player '''dies''' - mark them with the '''DEAD''' reminder. Put the Vortox to sleep.
Each night except the first, wake the Lord of Typhon. They point at any player. That player '''dies''' mark them with the '''DEAD''' reminder. Put the Lord of Typhon to sleep.
 
</div>
Each dusk, if no player was executed today, the game ends and the evil team wins.
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<div class='example'>
<div class='example'>
The Vortox kills the {{Good|Sage}}. The {{Good|Sage}} learns two players, both of which are not Demons.
There are two Minions: the {{Evil|Organ Grinder}} and the {{Evil|Mezepheles}}. In between them, neighboring them both, sits the Lord of Typhon. The number of Outsiders is normal.
</div>
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<div class='example'>
<div class='example'>
Nobody voted or nominated today, but the {{Good|Mutant}} is executed. That night, both the {{Good|Flowergirl}} and the {{Good|Town Crier}} learn a "yes.
The {{Evil|Vizier}} neighbors the {{Evil|Harpy}}, who neighbors the Lord of Typhon, who neighbors the {{Evil|Goblin}}. There are ten players, and two Outsiders in play, due to the Lord of Typhon ability.
</div>
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<div class='example'>
The {{Good|Savant}} is in play, and learns two pieces of information each day. Both are false. That night, the {{Good|Dreamer}} chooses a player who is the {{Good|Savant}}, and learns that player is either the {{Good|Philosopher}} or the {{Evil|No Dashii}}.
</div>
<div class='example'>
<div class='example'>
The {{Evil|Pit-Hag}} turns the {{Good|Juggler}} into the {{Evil|Witch}}. The {{Good|Juggler}} learns that they are now the good {{Evil|Witch}}, because this information comes from the {{Evil|Pit-Hag}}'s ability, not a Townsfolk's ability.
The {{Evil|Fearmonger}} neighbors the {{Evil|Boomdandy}}, who neighbors the Lord of Typhon, who neighbors the {{Evil|Poisoner}}, who neighbors the {{Evil|Mastermind}}. There are 15 players, but zero Outsiders in play, since the Lord of Typhon removed one Outsider, and the {{Good|Puzzlemaster}} became the {{Evil|Boomdandy}} during the first night.
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<div class='example'>
Today, a player died from the {{Evil|Witch}}, two Travellers were exiled, 5 nominations happened, but nobody was executed. Evil wins.
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== Tips & Tricks ==
*  As a Minion, bluff as the character you drew at the start of the game. If the good team finds one evil player and figures out it’s a Lord of Typhon game, they find the whole evil team, so you need to seem extremely good.
*  As a Minion, if you started with an Outsider token, use one of the Demon bluffs. If the good team thinks there is a nonstandard number of Outsiders in play, that may indicate the Lord of Typhon is in play.
*  As a Minion, if you bluff as something else, use your starting character as a backup.
*  Hide! The Lord of Typhon is not a Demon that rewards risky plays. Think carefully about the consequences of playing as an outed evil.
*  Use the additional Minion to your advantage. +1 Minion means you are more likely to outvote the good team, and more likely to have more evil players alive later in the game.
*  Keep track of how much voting power your team has compared to the good team.
*  Don’t vote as a team. When the entire line votes together, the good team can find the line, especially when a {{Good|Flowergirl}} is carefully watching votes.
*  Use your seats next to each other to swap information. Talk casually at the start of the day! Whisper to your neighbors during the night! You’re in the perfect position to make nonstop evil plans.


== Tips & Tricks ==
*  Pay attention to who is watching you talk with your neighbors. Frame those players as evil to deflect attention from you and your team.
 
*  Work to discredit or poison players whose information indicates the Lord of Typhon is in play.


* As a Demon, you have two significant strengths - forcing the good team to execute (or else!), and forcing all Townsfolk information to be false. This deadly combination makes you the scariest Demon on the list - even the potential of your presence will have your enemies shaking in their boots. Beware though - you are far from invulnerable, and if the good team know you're in play with any degree of certainty, then they can start to unravel the falsehoods caused by your ability and will have your evil team packing in no time!
* If the good team isn’t sure where the evil team is, make players sitting far away from you look evil. Claim to be the {{Good|Town Crier}} who learned that a Minion nominated when only players across from you nominated, or claim to be the Fortune Teller who got a Yes on two players sitting further from the line.


* Give true information to mask the existence of your Vortox ability. A lot of information in Sects & Violets is binary, and it can hard to reliably confirm your existence unless the good team is willing to expend some very powerful abilities (such as the {{Good|Artist}} or the {{Good|Juggler}}). This means it can be hard to confirm as true OR false right away. Mixing in true/provable information as part of your bluff will help you look trustworthy and confuse the good team about whether a Vortox is in play.
* If the good team is honing in on the evil team, frame the good players on the end(s) of the line.


* If the good team has already cottoned onto the idea of a Vortox, don't despair - simply tailor your bluff to give obviously ''false'' info instead, allowing you to blend into the confused good players who are also getting false information! People will be more inclined to trust you if you are also being 'harmed' by the Vortox power.
* If players don’t think the Lord of Typhon is in play, let them! As a Minion, act evil to distract the good team and protect your Demon.


* It's extremely difficult to pull off, but you might be able to convince the group there's no Vortox, and get them not to execute a player to prove it. This will usually require a very powerful bluff like the {{Good|Artist}} or the {{Good|Dreamer}}, who can detect the false information forced upon them more reliably than other abilities. Only push for this if you really think the good team will buy it - most groups will be wary about giving up an execution, especially if any information seems confusing or unreliable. With that said, it is ''extremely'' satisfying to pull off a win that way!
* Publicly disagree with your teammates to make it look like you are on opposite teams.


* Get a read of the group before coming out with your bluff - you may change strategy based on their behavior. Jumping in with a strong bluff that has true information may backfire on you if the group comes to find out you're in play and starts seeking out anyone who doesn't fit that narrative!
* If you are not on the end of the line, pick a good player far away from the line, and build trust with them.


* Signal to your Minions which Demon you are - they may also be bluffing as information gathering characters, and knowing that your ability is affecting the town is important, since they may want to adjust their bluffs to account for that.
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== Fighting the Vortox ==
== Fighting the Lord of Typhon ==
 
* Don't panic! The Vortox looks scary on paper, but as long as the good team is smart, the Vortox will probably provide a less steep challenge than the other Demons on the character sheet. Even if you get completely confused, once just three players are left alive, you have a 1 in 3 chance of killing the Demon. So, it's not as terrifying as it sounds.
 
* As a team, you can identify if a Vortox is in play by sharing information. The more good players come out with their information, the more quickly it will become apparent that a Vortox is play, since the information is not adding up. One or two pieces of strange information can easily be due to a {{Evil|No Dashii}}, a {{Good|Sweetheart}}, or an evil player spreading lies, but 5 or 6 pieces of information that don't match usually indicates a Vortox. Once you figure out that a Vortox is in play, even if you have no idea which player it is, you have the advantage.


* If you figure out that the Vortox is in play, ALL information is reliably false. This may sound awful, but is actually incredibly helpful! With a Vortox in play, information can not possibly be true. This means that the {{Good|Sweetheart}} or {{Good|Philosopher}}, if they make you drunk, can not give true information. Knowing that all information is false 100% of the time, means that you can simply take the reverse of that information as gospel. For example, if you don't know what Demon is in play, and the {{Good|Flowergirl}} says the Demon did not vote, the {{Good|Town Crier}} says a Minion did not nominate, and the {{Good|Seamstress}} says that the {{Good|Flowergirl}} and the {{Good|Town Crier}} are different alignments, there can be a lot of confusion about what that information all means. But, if you know a Vortox is in play, that {{Good|Flowergirl}} knows that the Demon DID vote, the {{Good|Town Crier}} knows that a Minion DID nominate, and the {{Good|Seamstress}} knows that both the {{Good|Flowergirl}} and the {{Good|Town Crier}} are the same alignment. Having certainty about your information (even if you have to continually reverse it from false to true), is enormously helpful.
* Pay close attention to voting patterns. Since the evil team is in a line, they have to vote together if they want to maximize their voting power.  


* The game ends if there is no execution. Don't skip the execution unless you're REALLY sure there's no Vortox in play. (The reason this Vortox has this incredible ability is to prevent the good team from deliberately not nominating on the first day, to have characters like the {{Good|Oracle}}, {{Good|Flowergirl}}, {{Good|Town Crier}} get false information, thus determining the existence of a Vortox). The good team should be nominating and executing every single day... just in case. Obviously, killing evil players is better, but even killing good players is better than losing the game.
* Identify one evil player. If you find an evil Minion, and rule out the possibility of different Demons in play, finding one evil player leads you to the entire evil team.


* If any player is giving true information in a Vortox game... kill them. They are lying. And lying means only one thing... they are evil. Or they are the {{Good|Snake Charmer}}, {{Good|Sage}}, or {{Good|Mutant}} and hiding their identity for some other reason. But probably, they are evil.
* Find good players, because their neighbors can’t be the Demon - since the Lord of Typhon must sit in the middle of the line, the Demon always starts neighboring evil players in a Lord of Typhon game.  


* Some characters are better at sensing Vortox than others. Since the Vortox forces all information to be false, you can try to create situations where your information is expected to have a certain outcome, and see if you get that outcome. Some examples include the {{Good|Artist}} (who asks a yes/no question), {{Good|Juggler}} (who can simply juggle themselves), {{Good|Dreamer}} (who can pick someone they trust and see if the information matches up), {{Good|Flowergirl}} (get everyone in town to vote - if you get that the demon didn't vote, you know your information is wrong), {{Good|Town Crier}} (be the only one to nominate in a day - if you are told a Minion nominated...) or {{Good|Seamstress}} (pick two players you are confident you know the alignments on and compare - especially effective with an {{Evil|Evil Twin}} in play!)
* Figure out what type of Demon is in play.  


* Be wary of the {{Evil|No Dashii}}, {{Good|Philosopher}} and {{Good|Sweetheart}} - thanks to their abilities causing poisoning or drunkenness, some people will get bad information. If you think you're getting bad information, try to find out if it's afflicting the entire town or just you.
* Pay attention to how many Minion abilities are in play. An extra Minion means that a Lord of Typhon is in play. Knowing this is helpful.


* Not all characters that receive information can be affected by the Vortox. The {{Good|Snake Charmer}}, for example, learns who isn't the demon as a side-effect of their technically non-information-gathering role. Thanks to that, their information can be considered "true" in a Vortox game.
* If you’ve found a minion (or think that you have), kill both of their neighbors. If a Lord of Typhon is in play, you are guaranteed to kill a Minion, kill two Minions, or kill the Demon.


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[[Category:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Demons]]
[[Category:Demons]]

Revision as of 10:20, 3 March 2025

Icon lordoftyphon.png Information

Type Demon
Artist Chloe McDougall
Revealed 29/08/2024

“In the shadowed and forgotten corners of the cosmos, where the stars whisper secrets to the void, lies a truth so profound that the merest glimpse of it unravels the sanity of mortal minds.”

Related Jinxes (Open)

Icon summoner.png

Summoner

If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.

Summary

"Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]"

The Lord of Typhon is surrounded by Minions.

  • All evil characters sit next to each other in a continuous line. All evil characters (including Travellers and evil Townsfolk) must be in the line at setup.
  • If Lord of Typhon is on the script, the Storyteller decides where Travellers sit, even if the Lord of Typhon is not in play.
  • The Lord of Typhon must have an evil character on both sides. They cannot sit at the end of the line of evil characters.
  • The evil team starts with one additional Minion.
  • Any number of Outsiders might be in play.
  • Like the Marionette, the Storyteller decides which players are Minions during setup. The Storyteller also decides which player is which Minion.
  • If a Lord of Typhon is created mid game, the Lord of Typhon does not need to sit in a line with the evil characters.

How to Run

While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.

During the first night, wake the appropriate number of players directly clockwise and counter-clockwise from the Lord of Typhon. Show each of these players a unique Minion token, and give a thumbs down. Replace these players’ good character tokens with these Minion tokens and put these players to sleep. Then, do the Minion Info and Demon Info steps as normal.

Each night except the first, wake the Lord of Typhon. They point at any player. That player dies — mark them with the DEAD reminder. Put the Lord of Typhon to sleep.

Examples

There are two Minions: the Organ Grinder and the Mezepheles. In between them, neighboring them both, sits the Lord of Typhon. The number of Outsiders is normal.

The Vizier neighbors the Harpy, who neighbors the Lord of Typhon, who neighbors the Goblin. There are ten players, and two Outsiders in play, due to the Lord of Typhon ability.

The Fearmonger neighbors the Boomdandy, who neighbors the Lord of Typhon, who neighbors the Poisoner, who neighbors the Mastermind. There are 15 players, but zero Outsiders in play, since the Lord of Typhon removed one Outsider, and the Puzzlemaster became the Boomdandy during the first night.

Tips & Tricks

  • As a Minion, bluff as the character you drew at the start of the game. If the good team finds one evil player and figures out it’s a Lord of Typhon game, they find the whole evil team, so you need to seem extremely good.
  • As a Minion, if you started with an Outsider token, use one of the Demon bluffs. If the good team thinks there is a nonstandard number of Outsiders in play, that may indicate the Lord of Typhon is in play.
  • As a Minion, if you bluff as something else, use your starting character as a backup.
  • Hide! The Lord of Typhon is not a Demon that rewards risky plays. Think carefully about the consequences of playing as an outed evil.
  • Use the additional Minion to your advantage. +1 Minion means you are more likely to outvote the good team, and more likely to have more evil players alive later in the game.
  • Keep track of how much voting power your team has compared to the good team.
  • Don’t vote as a team. When the entire line votes together, the good team can find the line, especially when a Flowergirl is carefully watching votes.
  • Use your seats next to each other to swap information. Talk casually at the start of the day! Whisper to your neighbors during the night! You’re in the perfect position to make nonstop evil plans.
  • Pay attention to who is watching you talk with your neighbors. Frame those players as evil to deflect attention from you and your team.
  • Work to discredit or poison players whose information indicates the Lord of Typhon is in play.
  • If the good team isn’t sure where the evil team is, make players sitting far away from you look evil. Claim to be the Town Crier who learned that a Minion nominated when only players across from you nominated, or claim to be the Fortune Teller who got a Yes on two players sitting further from the line.
  • If the good team is honing in on the evil team, frame the good players on the end(s) of the line.
  • If players don’t think the Lord of Typhon is in play, let them! As a Minion, act evil to distract the good team and protect your Demon.
  • Publicly disagree with your teammates to make it look like you are on opposite teams.
  • If you are not on the end of the line, pick a good player far away from the line, and build trust with them.

Fighting the Lord of Typhon

  • Pay close attention to voting patterns. Since the evil team is in a line, they have to vote together if they want to maximize their voting power.
  • Identify one evil player. If you find an evil Minion, and rule out the possibility of different Demons in play, finding one evil player leads you to the entire evil team.
  • Find good players, because their neighbors can’t be the Demon - since the Lord of Typhon must sit in the middle of the line, the Demon always starts neighboring evil players in a Lord of Typhon game.
  • Figure out what type of Demon is in play.
  • Pay attention to how many Minion abilities are in play. An extra Minion means that a Lord of Typhon is in play. Knowing this is helpful.
  • If you’ve found a minion (or think that you have), kill both of their neighbors. If a Lord of Typhon is in play, you are guaranteed to kill a Minion, kill two Minions, or kill the Demon.