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[[File:icon_marionette.png|250px]]
[[File:icon_washerwoman.png|250px]]
<p class='flavour'>"Words, words. They're all we have to go on."</p>
<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."


The {{Evil|Marionette}} doesn't know that they are a Minion.  
The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* They learn this only once and then learn nothing more.
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== Examples ==


== Character Text ==
Evin is the Chef, and Amy is the Ravenkeeper. The Washerwoman learns that either Evin or Amy is the Chef.


"You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]"
Julian is the Imp, and Alex is the Virgin. The Washerwoman learns that either Julian or Alex is the Virgin.
<br><br>


== Examples ==
Marianna is the Spy, and Sarah is the Scarlet Woman. The Washerwoman learns that one of them is the Ravenkeeper. Here, the Spy is registering as a Townsfolk—in this case, the Ravenkeeper.
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== How to Run ==


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While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
Marianna is the {{Evil|Marionette}}, but thinks she is the {{Good|Undertaker}}. She wakes each night to learn who was executed that day, but her information is often wrong. Halfway through the game, the Demon tells her that she is the {{Evil|Marionette}}.  
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During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
Lachlan is the Demon. He tells Sarah that she is the {{Evil|Marionette}}. Lachlan is lying. There is no {{Evil|Marionette}}.  
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The Demon tells Ben that he is the {{Evil|Marionette}}. Ben thinks he is the {{Good|Fortune Teller}}, but he isn’t. Ben doesn’t believe the Demon, and executes them. Good wins.
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== Tips & Tricks ==
== Tips & Tricks ==


* As a {{Evil|Marionette}}, you are essentially an evil {{Good|Drunk}} - not only do you not have the ability you think you do, but you don't have the alignment you think you do! The good news is that a lot of techniques you can use to detect a {{Good|Drunk}} will also work for a {{Evil|Marionette}}. If your information isn't adding up, or your ability doesn't work when it really should, you could actually be the {{Evil|Marionette}} instead of a good player!
* The {{Good|Washerwoman}} is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.


* Even though you don't know it, your alignment is evil and you will register as evil to characters like the {{Good|Seamstress}} and the {{Good|Town Crier}}. You can use this to help determine your identity one way or another... but so can the town, so be careful about asking for players to use their abilities on you willy nilly!
* When the {{Good|Washerwoman}} is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.


* In most cases, the evil team is going to want to let you know that you should be working with them. If one of your neighbours tells you that you're a {{Evil|Marionette}}, take it seriously; while there's every possibility they're lying to you, they could also just be clueing you into your true identity, and if you out them and evil loses, you will lose along with them!
* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.


* If you suspect you are a {{Evil|Marionette}} (either through your information being confusing or someone straight up telling you), then don't tell other Townsfolk you suspect that! If you're right and the town believes you, the good team will know the Demon must be one of your neighbours.
* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.


* Avoid nominating or voting for your neighbours unless the evidence is especially compelling. If you are a {{Evil|Marionette}}, the Demon must be one of your neighbours. Accidentally executing your Demon because you didn't know you were evil will be a bit of a bummer!
* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.


* Narrow down which types of Minions are in play. The {{Evil|Marionette}} is by nature a secretive, invisible sort of Minion, while other Minions on the script might have more of a tell - confirming one of them also means confirming there isn't a {{Evil|Marionette}} to worry about. If you are in an 8 player game (1 Minion) and have just witnessed a {{Evil|Witch}} death, you're not the {{Evil|Marionette}}!
* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.


* If you are confident you know who the Minions are, you can also be confident you are not secretly the {{Evil|Marionette}}. There are only a limited number of Minions in the game, so even if you don't know what kind of Minion they are, confirming who the Minion IS will tell all other good players they are not a {{Evil|Marionette}}.
* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.


* Hunt down the Demon with gusto! If you are a {{Evil|Marionette}}, the Demon is one of your neighbours. If you can prove the Demon is sitting somewhere else (for example, a {{Good|Fortune Teller}} ping on the other side of town), then you know you cannot be the {{Evil|Marionette}}! (Additionally if you ARE the {{Evil|Marionette}}, you point suspicion away from your Demon! Win-Win!)
* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.


* If you are concerned you are a {{Evil|Marionette}} but can't get your neighbours to open up, you can always try convincing your neighbours that they're your {{Evil|Marionette}} instead. Evil players will know this isn't true, while good players have to contend with whether you're telling the truth or not and will behave differently. This can give you a clue as to who your secretly evil allies are... or secretly evil neighbours, anyway.  
* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.


* If you are convinced you are the {{Evil|Marionette}}, then you know your role is to protect your Demon. The town also knows the {{Evil|Marionette}} is a possibility, and will be on the lookout for tells you exist so that they can use you to take down your Demon. To keep town from suspecting you, change up your information so that it appears to be true instead - for example, if you believe you are a {{Good|Savant}}, make sure one statement is true and one is false each day.
* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!


* If you are a Demon, the {{Evil|Marionette}} is a responsibility you will have to decide how to interact with. It's absolutely beneficial to tell a {{Evil|Marionette}} their identity as soon as possible - this enables them to act to their true alignment, protect you, and not accidentally reveal you to the town when their ability malfunctions. It can also be useful to keep a {{Evil|Marionette}} in the dark - sometimes the most potent evil player is someone who is earnestly good! If your {{Evil|Marionette}} has won over the town, let them lead the charge (away from you). They'll still win in the end, just not for the reasons they thought!
* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.


* If you are a Demon, nothing is stopping you telling your actually good neighbours that they are your {{Evil|Marionette}}. In fact, you can tell both of them, reassuring each that they are the 'real' {{Evil|Marionette}} and that the other is being duped! Since a {{Evil|Marionette}} doesn't know their true alignment, it will always be to these players' benefits to keep your claim secret and figure out for themselves if they are on your team or not - a process that will take some time and make them behave in ways counterproductive to the good team in the meanwhile. Just beware their wrath if they manage to figure it out - they will most certainly turn around and execute you, so make sure you have an exit plan!
* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.


* If you are a Minion, tell your good neighbours that they are your {{Evil|Marionette}}! You get all the benefits of confusing the good team with none of the danger of losing the game by execution if or when you are discovered as a fraud!
* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.


* Are you good, but have an uncooperative neighbour? Tell them that they're your {{Evil|Marionette}}! For a while at least, most players will work with you while unravelling their own identity, and you can utilise this trick to get them to share information and participate in plots with you that they otherwise wouldn't. Just make sure to come clean before the end so they know they have to work with the good team to win.
* You could claim to be the {{Good|Washerwoman}} and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
<br>


== Fighting the Marionette ==
* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...


* In the same way that you might look for the {{Good|Drunk}} in [[Trouble Brewing]], look for a player that is giving false information, even convincingly so. If a particular player's information doesn't add up, you may have found the {{Evil|Marionette}}. For example, if a player claims to be the {{Good|Empath}} and that they got a "0", but you suspect that one of their neighbours is evil, the {{Good|Empath}} may be the {{Evil|Marionette}}.  
* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
<br>


* If a player claims to be the Demon, and that you are the {{Evil|Marionette}}, you've got a problem. Are you the {{Evil|Marionette}}? Maybe not. If you think that the player is in fact the Demon, and that a {{Evil|Marionette}} is in play, talk to the Demon's other neighbouring player and see if you can figure out if they are the {{Evil|Marionette}} instead! If you think that the player who told you that you are the {{Evil|Marionette}} is not the Demon, then they are almost certainly a Minion instead. Either way, you've found an evil player (or a good player that needs to stop lying to you). If you have been told that you are the {{Evil|Marionette}}, but you figure out that you are not the {{Evil|Marionette}}, you've basically won the game.
== Bluffing as the Washerwoman==


* If you are confident that you are not the {{Evil|Marionette}}, but you've been told that you are the {{Evil|Marionette}}, tell the group this. The group will likely execute your neighbour, which means either a dead Demon, a dead Minion, or a dead good player that made a bluff that wasn't helping much or was just trolling.
When bluffing as the {{Good|Washerwoman}}, there are a few things you should keep in mind:


* Find out how many players have been told that they are the {{Evil|Marionette}}. If there is more than one, it is unlikely that a {{Evil|Marionette}} is in play at all.  
* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.


* Pay attention to your neighbours. If you think that neither is the Demon, and neither have told you that you are the {{Evil|Marionette}}, you can probably just ignore the fact that a {{Evil|Marionette}} is in the game. As long as you keep your neighbours alive on the final day, the fact that a {{Evil|Marionette}} is in play isn't too much of a worry. Default to finding out which players are good, and which player is the Demon.  
* Claim to be the {{Good|Washerwoman}} and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.


* If the {{Evil|Marionette}} is on the script, don't execute your own neighbours. You never can be too sure. Execute all other players instead, if you can.
* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.


* If you think the {{Evil|Marionette}} is in play, but that it isn't you, you know something very important - that the Demon and the Minion are sitting next to each other. Just as if you were the {{Good|Chef}} or the {{Good|Clockmaker}}, you have some very useful information to go on. Assume that two evil players are sitting next to each other, and see if this matches with the other information in the game. If it matches up, you've probably found out who the evil pair is. If it doesn't match up, there probably isn't a {{Evil|Marionette}} in play. Either way, you and all other good players know something useful.  
* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.


* Normally, finding out that a player is a Minion is handy, but won't win the game for the good team. On the final day, learning that a long-dead player was actually the {{Evil|Mastermind}} is handy, but finding out that long-dead player was actually the {{Evil|Marionette}} is amazingly helpful. Even if a [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] has been changing characters willy nilly, or a {{Evil|Pukka}} has been making everyone's information dubious, the single piece of information - that a particular player is the {{Evil|Marionette}} - should be enough to win the game for the good team when just 3 players are left alive.  
* The {{Good|Washerwoman}} can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that {{Good|Washerwoman}} was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.


* Pay attention to players that were very vocal and enthusiastic about sharing information and helping the good team for a few days, then all of a sudden went silent. They may have been told that they are the {{Evil|Marionette}} in the middle of the game, and had a complete mental breakdown ;)
* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.


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[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Minions]]
[[Category:Townsfolk]]

Revision as of 22:37, 18 March 2023

Icon washerwoman.png

"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."

Appears in Logo trouble brewing.png Information

Type Townsfolk
Artist Aiden Roberts

Summary

"You start knowing that 1 of 2 players is a particular Townsfolk."

The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.

  • During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
  • They learn this only once and then learn nothing more.

Examples

Evin is the Chef, and Amy is the Ravenkeeper. The Washerwoman learns that either Evin or Amy is the Chef.

Julian is the Imp, and Alex is the Virgin. The Washerwoman learns that either Julian or Alex is the Virgin.

Marianna is the Spy, and Sarah is the Scarlet Woman. The Washerwoman learns that one of them is the Ravenkeeper. Here, the Spy is registering as a Townsfolk—in this case, the Ravenkeeper.

How to Run

While preparing the first night, put the Washerwoman's TOWNSFOLK reminder token by any Townsfolk character token, and put the Washerwoman's WRONG reminder token by any other character token.

During the first night, wake the Washerwoman and point to the players marked TOWNSFOLK and WRONG. Show the character token marked 'TOWNSFOLK to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.

Tips & Tricks

  • The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.
  • When the Washerwoman is poisoned or is actually the Drunk, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the Chef has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the Drunk or poisoned. You can use this information to your team's advantage: if you know you are the Drunk, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
  • You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the Drunk.
  • To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
  • If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the Empath or the Fortune Teller.
  • Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the Imp! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
  • Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the Fortune Teller, or even a character that the Demon wants to avoid attacking at all costs, like the Ravenkeeper or the Soldier.
  • After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the Poisoner, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the Chef.
  • You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the Slayer or the Fortune Teller. You may also want to consider nominating a Virgin, and confirming yourself, the Virgin, and the Townsfolk you were shown all to be good.
  • Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
  • If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the Imp to the presence of the character you saw. If you saw the Empath, for example, telling the Demon that may cause the Empath to be killed in the night.
  • The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
  • Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
  • You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
  • Beware of the Spy! They may register as a Townsfolk character to you. That player who you think is the Investigator may not be the Investigator after all...
  • Remember that while the Spy is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.


Bluffing as the Washerwoman

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

  • You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
  • Claim to be the Washerwoman and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the Imp and a random good player, and say that one of them is the Monk, then the Imp may claim to be the Monk, which makes you both look good.
  • If a good player claims to be a particular Townsfolk character, you can claim to be the Washerwoman, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
  • Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
  • The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the Drunk or poisoned. Another option is to claim that Washerwoman was a bluff, and that you are actually a character that is more powerful later in the game such as a Slayer or an Undertaker, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
  • If you are the Spy or have access to a Spy, they can be invaluable in providing you accurate information to back up your story.