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Lord of Typhon and Amnesiac: Difference between pages

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


[[File:icon_lordoftyphon.png|250px]]
[[File:icon_amnesiac.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 #Demon|Demon]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall </td>
<td>Anica Kelsen</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>29/08/2024</td>
<td>07/04/2020</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"Wait. What. Who? Oh, ok. Wait. What?"</p>
 
</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|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.}}
</table>


</div>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]"
"You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are."
 
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 Amnesiac doesn’t know their own ability.
* The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original.
* The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player.
* Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on.
* Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”
</div>
</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 ==
While setting up the game, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s '''?''' reminders if you need to.
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 day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot", or “Bingo”.


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 class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
</div>
Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.
<hr/>
If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.
<hr/>
You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.
</div>
</div>


</div>
</div>
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<div class='example'>
<div class='example'>
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.
Each night, the Amnesiac wakes and is prompted to point at two players. The Storyteller shakes their head on the first night, and nods on the second. The Amnesiac guesses “Am I learning if both players are Minions?” The Storyteller says “Hot” because their ability is that they detect if either of the two players are a Minion.
</div>
</div>
<div class='example'>
<div class='example'>
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.
Each night, the Amnesiac learns a number. The Amnesiac is learning how many of their living neighbours are Townsfolk.
</div>
</div>
<div class='example'>
<div class='example'>
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.
Each night, the Amnesiac is shown a character token. The Amnesiac is learning characters that aren’t in this game.
</div>
</div>
</div>
</div>


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== Tips & Tricks ==
== 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.
* Most, though not all, Amnesiac abilities are information abilities of some kind or another, and they are usually more powerful than your average Townsfolk ability (due to the risk that you might not guess it). This makes your ability especially useful, should you figure it out.
 
*  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.
 
*  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 {{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.


* If the good team is honing in on the evil team, frame the good players on the end(s) of the line.
* You’re free to be as broad or as specific as you like when asking clarifying questions of the Storyteller. It’s probably best to start with bigger questions like “Does my ability have to do with Outsiders?” and later move on to more specific questions like “am I learning if the player I choose has a character name that starts with L?”.


* 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.
* Many Amnesiac abilities will have you choosing players at night. Try to vary who you choose to get a variety of data to deduce from.


* Publicly disagree with your teammates to make it look like you are on opposite teams.
* When guessing the nature of your ability, keep in mind the various mechanical hooks of the game your ability might relate to, such as…
** Characters: Who is a particular character? Who is a particular type such as Minion or Outsider? Does the character name start or end with a particular letter? Is the character in a certain position on the script page?
** Powers: Are you making players drunk? Can you publicly choose players and do something to them? Did you give information to another player at night? Do you change or swap characters or alignments? Are you preventing or causing deaths?
** Physical arrangement: Who’s sitting next to whom? Who’s sitting across from whom? Who nominated today? Who voted today?
** Social behavior: Who is winning? Who is lying? Who is correct?


* If you are not on the end of the line, pick a good player far away from the line, and build trust with them.
* Feel free to ask for the town’s help in trying to figure out your ability. If you can’t figure out what 1,3,1,2,1 means, perhaps your allies can.


* Remember that your Storyteller tried to make your ability reasonable to guess. If theories seem so outlandish that you don’t believe the Storyteller would make it your ability, it may be worth discounting them on those merits.
</div>
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Amnesiac ==


== Fighting the Lord of Typhon ==
When bluffing as the Amnesiac, there are a few things you should keep in mind:


* 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.  
* You don’t actually need to have an ability in mind when you start bluffing Amnesiac, but you’ll probably want to have a strong idea by the end of 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.
* When bluffing your ability, you’ll probably need to fake getting information from the Storyteller at night. Such information can include:
** Numbers
** Pointing at players
** Yeses and Nos
** Character tokens
** Thumbs up (good) and thumbs down (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.  
* Don’t forget to visit the Storyteller each day, as that’s what an Amnesiac would do. Remember that the clues the Storyteller gives for Amnesiac guesses are as follows.
** Cold, your question has no relation to your ability.
** Warm, your question has some relation to your ability.
** Hot, you’re close to guessing your ability.
** Bingo, you’ve guessed your ability.


* Figure out what type of Demon is in play.  
* Pretend to guess your ability. Inventing and then solving a fake ability gives literally limitless room for deception. You can steer your ability over the course of the game to arrive at any conclusion of your choosing, such as casting doubt on good players, supporting evil players, or making good players doubt their information.


* 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.
* “Getting it” early versus late each has its own merits. Because you’re lying about your ability, you may be able to easily spread lies as soon as you have your ability “figured out”. However, if you guess your ability so fast that it seems unrealistic, you may cast undue suspicion on yourself.


* 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.
* Pretend to never guess your ability! If you never “get it”, you won't be obligated to share information with the town, because you don’t have any. Additionally, this may make other players sympathetic to you, seeing as you never figured out your puzzle.


* When you are “stuck” on your ability. Invite the town to try and figure it out with you. This can be very helpful in distracting the town’s deduction efforts away from finding your Demon and towards solving your unsolvable riddle.
</div>
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Demons]]
[[Category:Townsfolk]]

Latest revision as of 10:20, 3 March 2025

Icon amnesiac.png Information

Type Townsfolk
Artist Anica Kelsen
Revealed 07/04/2020

"Wait. What. Who? Oh, ok. Wait. What?"

Summary

"You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are."

The Amnesiac doesn’t know their own ability.

  • The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original.
  • The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player.
  • Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on.
  • Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”

How to Run

While setting up the game, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s ? reminders if you need to.

Each day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot", or “Bingo”.

Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.


If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.


You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.

Examples

Each night, the Amnesiac wakes and is prompted to point at two players. The Storyteller shakes their head on the first night, and nods on the second. The Amnesiac guesses “Am I learning if both players are Minions?” The Storyteller says “Hot” because their ability is that they detect if either of the two players are a Minion.

Each night, the Amnesiac learns a number. The Amnesiac is learning how many of their living neighbours are Townsfolk.

Each night, the Amnesiac is shown a character token. The Amnesiac is learning characters that aren’t in this game.

Tips & Tricks

  • Most, though not all, Amnesiac abilities are information abilities of some kind or another, and they are usually more powerful than your average Townsfolk ability (due to the risk that you might not guess it). This makes your ability especially useful, should you figure it out.
  • You’re free to be as broad or as specific as you like when asking clarifying questions of the Storyteller. It’s probably best to start with bigger questions like “Does my ability have to do with Outsiders?” and later move on to more specific questions like “am I learning if the player I choose has a character name that starts with L?”.
  • Many Amnesiac abilities will have you choosing players at night. Try to vary who you choose to get a variety of data to deduce from.
  • When guessing the nature of your ability, keep in mind the various mechanical hooks of the game your ability might relate to, such as…
    • Characters: Who is a particular character? Who is a particular type such as Minion or Outsider? Does the character name start or end with a particular letter? Is the character in a certain position on the script page?
    • Powers: Are you making players drunk? Can you publicly choose players and do something to them? Did you give information to another player at night? Do you change or swap characters or alignments? Are you preventing or causing deaths?
    • Physical arrangement: Who’s sitting next to whom? Who’s sitting across from whom? Who nominated today? Who voted today?
    • Social behavior: Who is winning? Who is lying? Who is correct?
  • Feel free to ask for the town’s help in trying to figure out your ability. If you can’t figure out what 1,3,1,2,1 means, perhaps your allies can.
  • Remember that your Storyteller tried to make your ability reasonable to guess. If theories seem so outlandish that you don’t believe the Storyteller would make it your ability, it may be worth discounting them on those merits.

Bluffing as the Amnesiac

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

  • You don’t actually need to have an ability in mind when you start bluffing Amnesiac, but you’ll probably want to have a strong idea by the end of the game.
  • When bluffing your ability, you’ll probably need to fake getting information from the Storyteller at night. Such information can include:
    • Numbers
    • Pointing at players
    • Yeses and Nos
    • Character tokens
    • Thumbs up (good) and thumbs down (evil)
  • Don’t forget to visit the Storyteller each day, as that’s what an Amnesiac would do. Remember that the clues the Storyteller gives for Amnesiac guesses are as follows.
    • Cold, your question has no relation to your ability.
    • Warm, your question has some relation to your ability.
    • Hot, you’re close to guessing your ability.
    • Bingo, you’ve guessed your ability.
  • Pretend to guess your ability. Inventing and then solving a fake ability gives literally limitless room for deception. You can steer your ability over the course of the game to arrive at any conclusion of your choosing, such as casting doubt on good players, supporting evil players, or making good players doubt their information.
  • “Getting it” early versus late each has its own merits. Because you’re lying about your ability, you may be able to easily spread lies as soon as you have your ability “figured out”. However, if you guess your ability so fast that it seems unrealistic, you may cast undue suspicion on yourself.
  • Pretend to never guess your ability! If you never “get it”, you won't be obligated to share information with the town, because you don’t have any. Additionally, this may make other players sympathetic to you, seeing as you never figured out your puzzle.
  • When you are “stuck” on your ability. Invite the town to try and figure it out with you. This can be very helpful in distracting the town’s deduction efforts away from finding your Demon and towards solving your unsolvable riddle.