Harpy: Difference between revisions
From Blood on the Clocktower Wiki
Line 82: | Line 82: | ||
== Tips & Tricks == | == Tips & Tricks == | ||
* Choose the same two players every night. The | * Choose the same two players every night. The repeated effort of one good player to get another seen as evil can only help your team, misleading the good team into focusing on the wrong people. Plus, the consistent attention on their arguments might eventually cause the death of one or both players, without anyone knowing it was you who did this to them. | ||
* Choose the same first player every night. That player will have to keep switching who they | * Choose the same first player every night. That player will have to keep switching who they say is evil and gain less and less credibility in the process, especially when no one else ever claims to be chosen by the Harpy. | ||
* | * Share the love and choose different players every night! People will know there’s a Harpy in play after the first day, but they can never be certain whether someone genuinely thinks another player is evil or whether it’s because of you. Your Demon might be able to slip under the radar or defend themselves by saying that the Fortune Teller who got a “Yes” on them is really just Harpy mad. | ||
* Choose a dead player | * Choose a trusted dead player, and make them mad that a living player is evil. Arguments from dead players about who they’d like to execute often carry more weight, so you have better odds of getting the second player executed. Plus, the dead player can’t risk breaking madness unless they want the living player to die! | ||
* Choose a dead player as your second choice. | * Choose a dead player as your second choice. It can be extremely difficult for players to make a genuine, good-faith argument that they believe a player who died early is actually evil. Or, if there’s a {{Evil|Vigormortis}} or {{Evil|Fang Gu}} on the script, the player you chose might convince the good team that the wrong Demon is in play. | ||
* | * Choosing evil players can help your team. If you only choose good players, the good team might start to believe that all selected players are good, and they’ll start executing into people that have never been selected by the Harpy. | ||
* Choosing evil in the | * Choosing evil players late in the game, especially on the final day, is usually not worthwhile. In most cases, it helps you and your Demon far more to have a good player pushing on another good player to distract from your Demon. It’s especially useful to choose at least one living player on the final day, because if both your choices are dead, the first player you chose can break madness with zero risk of death. | ||
* Choose your Demon | * Choose your Demon! The Storyteller is unlikely to use your ability to kill the Demon, so you have good odds of getting through unscathed. However, if your Demon is your second choice, you risk the first player breaking madness, and good players might start to wonder why the Demon hasn’t died to that madness break. | ||
* | * If your team needs to speed up the game, choose yourself, and let the Storyteller in on your plan. If you want them to kill both you and your target, tell them in advance! If the Storyteller knows what you want to do, they’ll be more prepared to support your team. | ||
* | * Lie and say you were picked by the Harpy, and that’s why your voting has seemed weird. Voted on the Saint when you knew that’s what they were claiming? It makes sense if you were Harpy picked! | ||
* The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness | * The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness subtly, and therefore deny that you were affected by the Harpy ability, making anyone who claims to be Harpy picked later look even more suspicious. | ||
* Sometimes it can be worthwhile to claim | * Sometimes, it can be worthwhile to claim that you were chosen by the Harpy when you targeted someone else. It puts you in direct conflict with the first player you chose, but can introduce confusion as to who was really picked. Plus, if you picked the same player again, it might even push them to get them and/or their target killed, which helps your team even more! | ||
</div> | </div> | ||
Revision as of 09:00, 27 June 2025
Type | Minion |
Artist | Chloe McDougall |
Revealed | 20/07/2023 |
"So fair a day I never did see, nor so fowl a presence hanging over me."
Character Showcase
Summary
"Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die."
The Harpy creates discord and distrust between good players.
- At night, the Harpy player chooses one player at a time, not two at once.
- A player chosen by the Harpy is affected by the ability until the next Harpy choice.
- If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none.
- The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again.
- The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.
How to Run
Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the MAD reminder and the second player with the 2ND reminder. Put the Harpy to sleep. Wake the player marked MAD. Show the THIS CHARACTER SELECTED YOU info token then the Harpy token, then point to the player marked 2ND. Put the player marked “Mad” to sleep.
Tomorrow, if the player marked MAD is not mad that the player marked 2ND is evil, you may kill one or both players.Examples
The Harpy chooses the Monk and the Engineer. The Monk claims to be the Investigator who saw the Engineer and campaigns for them to be executed. When challenged, they are emphatic in their claims that the Engineer is most likely evil due to their information, and so avoid death.
The Harpy chooses the Oracle and the dead Alchemist. The Oracle claims that they trust the Alchemist because their Oracle information indicates that they were not evil. The Storyteller declares that the Oracle dies.
Tips & Tricks
- Choose the same two players every night. The repeated effort of one good player to get another seen as evil can only help your team, misleading the good team into focusing on the wrong people. Plus, the consistent attention on their arguments might eventually cause the death of one or both players, without anyone knowing it was you who did this to them.
- Choose the same first player every night. That player will have to keep switching who they say is evil and gain less and less credibility in the process, especially when no one else ever claims to be chosen by the Harpy.
- Share the love and choose different players every night! People will know there’s a Harpy in play after the first day, but they can never be certain whether someone genuinely thinks another player is evil or whether it’s because of you. Your Demon might be able to slip under the radar or defend themselves by saying that the Fortune Teller who got a “Yes” on them is really just Harpy mad.
- Choose a trusted dead player, and make them mad that a living player is evil. Arguments from dead players about who they’d like to execute often carry more weight, so you have better odds of getting the second player executed. Plus, the dead player can’t risk breaking madness unless they want the living player to die!
- Choose a dead player as your second choice. It can be extremely difficult for players to make a genuine, good-faith argument that they believe a player who died early is actually evil. Or, if there’s a Vigormortis or Fang Gu on the script, the player you chose might convince the good team that the wrong Demon is in play.
- Choosing evil players can help your team. If you only choose good players, the good team might start to believe that all selected players are good, and they’ll start executing into people that have never been selected by the Harpy.
- Choosing evil players late in the game, especially on the final day, is usually not worthwhile. In most cases, it helps you and your Demon far more to have a good player pushing on another good player to distract from your Demon. It’s especially useful to choose at least one living player on the final day, because if both your choices are dead, the first player you chose can break madness with zero risk of death.
- Choose your Demon! The Storyteller is unlikely to use your ability to kill the Demon, so you have good odds of getting through unscathed. However, if your Demon is your second choice, you risk the first player breaking madness, and good players might start to wonder why the Demon hasn’t died to that madness break.
- If your team needs to speed up the game, choose yourself, and let the Storyteller in on your plan. If you want them to kill both you and your target, tell them in advance! If the Storyteller knows what you want to do, they’ll be more prepared to support your team.
- Lie and say you were picked by the Harpy, and that’s why your voting has seemed weird. Voted on the Saint when you knew that’s what they were claiming? It makes sense if you were Harpy picked!
- The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness subtly, and therefore deny that you were affected by the Harpy ability, making anyone who claims to be Harpy picked later look even more suspicious.
- Sometimes, it can be worthwhile to claim that you were chosen by the Harpy when you targeted someone else. It puts you in direct conflict with the first player you chose, but can introduce confusion as to who was really picked. Plus, if you picked the same player again, it might even push them to get them and/or their target killed, which helps your team even more!
Fighting the Harpy
- As a bare minimum, satisfy the madness so that you and the other person targeted survive the day. You can always explain your actions tomorrow by outing that you were targeted by the Harpy, but for now you need to not cause two deaths and thereby accelerate the game in evil’s favour.
- Don’t follow the madness if you don’t mind dying, you don’t think the other target does either and especially if people don’t believe there’s a Harpy in play. There’s no quicker way to prove them wrong than for two people to suddenly die during the day and put the Harpy effect into stark relief.
- Don’t follow the madness if you actually think the other player is evil. The high-risk high-reward way to find out is to see if the Storyteller will kill you both. If they do, it’s less likely the other player is evil, although if they were, you just managed to take down an evil player solo! At the very least you’ll know that if they do get killed along with you they almost certainly weren’t the Demon.
- You should be very careful about claiming to be affected by the Harpy. If you do, you’re going to very much struggle to make people believe that you actually think your target is evil, as they’ll think you’re actually just following Harpy madness.
- If you are repeatedly targeted by the Harpy to be mad about a specific player, that player is almost certainly not the Demon. It’s very rare that an evil team can get away with that sort of sustained pressure of a good player claiming the Demon is evil, so they’re not likely to do it, so you can treat that player as probably not the Demon. It doesn’t guarantee they’re not evil, however, other evil players are certainly expendable!
- If you are picked with a dead player, commit to the madness. It doesn’t cost the Storyteller much to justify the Harpy’s selection by killing you if you do things by halves, as they only have to kill you when the other target is already dead, so you may be at more risk with a dead target!
- If someone is repeatedly claiming a particular player is evil and you believe they may be Harpy mad, you don’t need to publicly support their claim if you disbelieve it just for the sake of the Storyteller believing madness, you can just move forward with proposing other worlds without commenting on the validity of that player’s claims. Claiming that a different person is evil is not contradictory to their claims, so you shouldn’t feel that it’s shutting you off from being able to make a different nomination or accusation.
- If a newer player is accusing another of being evil and you think a Harpy is in play, you might want to be gentler in wanting justification of their accusation than you would normally, to avoid the risk of them and another player both dying.
- If you think there is a Harpy in play, either focus the group’s attention on trying to find good players and killing everyone else or focus the attention solely on killing the Demon and ignoring other evil players.