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The Alchemist has a Minion ability.
The Alchemist has a Minion ability.
* The Alchemist’s ability is usually that of a not-in-play Minion, but can duplicate an in-play Minion ability.
* The Alchemist learns which ability this is on the first night.
* The Alchemist learns which ability this is on the first night.
* They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist.
* They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist.
* The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do.
* The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do.
* If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup.
* If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup.
* If the Alchemist has an ability where the player chooses something, like the Poisoner or the Vizier, the Storyteller may ask the Alchemist to choose differently. The Alchemist must do so.
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<div class='example'>
<div class='example'>
The Alchemist has the {{Evil|Poisoner}}’s ability. Each night, the Alchemist wakes and chooses a player to poison.
The Alchemist has the {{Evil|Baron}} ability. There are 2 extra Outsiders in play.
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<div class='example'>
<div class='example'>
The Alchemist has the {{Evil|Scarlet Woman}}’s ability. The {{Evil|Imp}} kills themselves at night, and the Alchemist becomes the good {{Evil|Imp}}.
The Alchemist has the {{Evil|Poisoner}}'s ability. On the first night, they wake and poison the {{Evil|Wizard}}. On the second night, they wake and poison the {{Good|Alsaahir}}. On the third night, they wake and try to poison the {{Evil|Lord of Typhon}}, but the Storyteller prompts them to choose differently. They poison the {{Good|King}} instead. The Lord of Typhon is not poisoned.
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<div class='example'>
The Alchemist has the {{Evil|Assassin}}’s ability. The {{Good|Dreamer}} chooses the Alchemist. The {{Good|Dreamer}} learns that they are either the Alchemist or the {{Evil|Assassin}}.
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Revision as of 16:27, 10 June 2025

Icon alchemist.png Information

Type Townsfolk
Artist Marianna Carr
Revealed 07/10/2021

"Visit the interior of the Earth. By rectification thou shalt find the hidden stone. Above the gold, lieth the red. Kether in Malkuth."

Character Showcase

Related Jinxes (Open)

Icon boffin.png

Boffin

If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

Icon spy.png

Spy

If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.

Icon summoner.png

Summoner

If there is an Alchemist-Summoner in play, the game starts with a Demon in play, as normal. If the Alchemist-Summoner chooses a player, they make that player a Demon but do not change their alignment.

Icon widow.png

Widow

If the Alchemist has the Widow ability, they do not see the Grimoire.

Summary

"You have a Minion ability. When using this, the Storyteller may prompt you to choose differently."

The Alchemist has a Minion ability.

  • The Alchemist’s ability is usually that of a not-in-play Minion, but can duplicate an in-play Minion ability.
  • The Alchemist learns which ability this is on the first night.
  • They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist.
  • The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do.
  • If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup.
  • If the Alchemist has an ability where the player chooses something, like the Poisoner or the Vizier, the Storyteller may ask the Alchemist to choose differently. The Alchemist must do so.

How to Run

During the first night, wake the Alchemist. Show the YOU ARE info token then the character token of a Minion. Put the Alchemist to sleep. Mark the Alchemist with the IS THE ALCHEMIST reminder. Swap the Alchemist token with this Minion token. Turn the Minion token upside-down. (This shows they are still good.)

The Alchemist has this Minion ability. They use it as if they were a Minion, and wake at night when that Minion would normally wake to use their ability.

Examples

The Alchemist has the Baron ability. There are 2 extra Outsiders in play.

The Alchemist has the Poisoner's ability. On the first night, they wake and poison the Wizard. On the second night, they wake and poison the Alsaahir. On the third night, they wake and try to poison the Lord of Typhon, but the Storyteller prompts them to choose differently. They poison the King instead. The Lord of Typhon is not poisoned.