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<div id='character-details'>
<div id='character-details'>
[[File:icon_juggler.png|250px]]
[[File:icon_artist.png|250px]]
<p class='flavour'>"For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear."<p>
<p class='flavour'>"Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui."<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth.
The Artist may ask any 1 question, and get an honest answer.


__TOC__
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== Character Text ==
== Character Text ==


"On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct."
"Once per game, during the day, privately ask the Storyteller any yes/no question."
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<div class='example'>
<div class='example'>
During the first day, the Juggler guesses that Alex is the {{Good|Town Crier}}, Mia is the {{Evil|No Dashii}}, and Julian is the {{Good|Sage}}. That night, the Juggler learns a "2," meaning two of those guesses were correct.
The Artist asks, "Is the Demon sitting in a brown chair?" The Storyteller answers, "No,” because the Demon is in a black chair.
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<div class='example'>
<div class='example'>
During the fourth night, the {{Good|Savant}} gets turned into the Juggler. The next day, the new Juggler guesses that Benjamin is the {{Evil|Pit-Hag}}, that Benjamin is the {{Evil|Witch}}, and that Amy is the {{Evil|Pit-Hag}}. That night, the Juggler learns a "1.
The Artist asks, "Is David the {{Evil|Evil Twin}}?” and the Storyteller answers, "Yes,” because David is.
</div>
 
<div class='example'>
The Artist asks, "How many Minions are alive?” and the Storyteller says, "Please ask another question. I cannot answer that with a yes, no, or I don’t know."
</div>
 
<div class='example'>
The Artist asks, "Are we winning?” and the Storyteller answers, "I don't know,” because even though all the Minions are dead, many good players trust the Demon.
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== Tips & Tricks ==
== Tips & Tricks ==


* Try to guess as many good characters as you can! The more good characters you are able to name and confirm, the more good players you'll have in the town that you can trust. This also helps protect you and other information gathering characters from the Demon - you might be a prime target alone, but the Demon will have to choose very carefully if a {{Good|Savant}}, {{Good|Flowergirl}} ''and'' yourself are out and active.
* Ask your question as soon as you can on the first day! Between the demon and the {{Evil|Pit-Hag}}, you risk losing your question every day that you do not use it. Using it right away negates this risk. There are a lot of questions you can ask knowing nothing else about the game that will give you a great head-start on detecting where evil is hidden in the town.
 
* Guessing that someone is an evil character is powerful if you can confirm it, but difficult without a lead. If you intend to go down this path, try to seek out a {{Good|Dreamer}} and their information (they'll definitely have one evil character for somebody by the time you use your ability!). This can also be very effective when dealing with an {{Evil|Evil Twin}}.


* Guess the maximum amount of characters you can - you'll get a read on 5 people, and the number you get back will give you a LOT to work with, whether or not it backs up the claims made to you. Getting the fabled 5 is incredibly tricky, but manage it and you'll have ''5'' people you can completely trust - a massive blow for the evil team!
* Hold onto your question for a few days. This is very risky, since the longer you are alive without using it, the greater chance you won't get to. With that said, Sects & Violets is a game stuffed to the brim with information - waiting to hear people's claims and the information they've got available to them can enable you to ask a much more specific and deadly question that could change the course of the game with a simple 'yes' or 'no'. In particular, characters like the {{Good|Flowergirl}}, {{Good|Town Crier}}, and {{Good|Oracle}} give information that can help you narrow down where the evil lies.


* Guess a small number of characters for focused information on a particular set of players. This can be especially effective for targeting evil players, but you can also use it to confirm the existence of a {{Evil|Vortox}} by checking information that is verifiable as true.  
* Being too specific with your question (e.g. Is Amy the demon?) will probably result in an unhelpful 'no'. Instead, ask questions that will divide the group into two halves. For example, ask if the demon is sitting in a particular group - yes or no, you have narrowed down where the demon is or isn't. Other questions can include asking if there's a concentration of evil players in a particular location, or asking about characters like the {{Evil|Evil Twin}}.


* A proactive Juggler is a high priority target for the Demon. Consider getting someone to double up with you to confuse the Demon about where the real Juggler is. Bonus points if you can find a {{Good|Sage}}, since if the Demon picks wrong, it's doubly bad for them!
* If you don't have a lot of in-game threads to follow, you can also ask for information outside of the game mechanics and still break the town into groups. For example, if a disproportionate number of players are wearing red shirts. you can ask if the demon is among them!  


* Convince as many people to reveal as possible, even if you don't eventually target them with you ability. The good team thrives on freedom of information, and your ability facilitates this - use it to get a dialogue happening in your town about information. This has the bonus of allowing the good team to coordinate while leaving the Demon with no clear cut target that they should definitely pick on - no matter what, ''somebody'' will be alive the next day with new information.
* Your ability can be used to replicate many information gathering abilities in the game - providing you can phrase them as a yes/no question! Listen to the claims of the people around you and craft your question to cover weaknesses in the good team's info, or to confirm/deny another person's claims.


* There's no penalty for guessing the wrong character; in fact, false info is just as useful as true info! If you don't get the number you expected, you might have an evil player in your midst trying to confuse things, or an outsider like the {{Good|Sweetheart}} trying to hide, or even have been affected by the {{Evil|Cerenovus}}! Figuring out why your number was wrong will give you valuable information about the town.
* Hiding from the demon so they don't kill you before you use your ability is imperative. You can try bluffing as another character, but another option is come out to the town and pretend you have already asked your question. The demon will not consider you as much of a threat if they believe you, and will probably prioritize more dangerous targets that appear to be still getting information.


* This is less a tip for the Juggler, and more the Juggler's teammates. Do you suspect your Juggler is not who they claim? Lie to them! Deliberately giving them a false role and seeing if they detect you is a great test to counter the Juggler bluff. (Just be sure to let them know afterwards!)
* Don't ask about the {{Evil|Vortox}} directly. Asking "is there a {{Evil|Vortox}} in play" will always result in a "no" - either there's no {{Evil|Vortox}}, or there is a {{Evil|Vortox}} and you're getting false information. To try and detect {{Evil|Vortox}}, you can instead give a statement that is definitely true (e.g. "Does 2+2 = 4?") - if the storyteller says "no", then you know your information has been compromised in some way.


* Not everyone will want to reveal to you. Evil players will be among them - having a confident bluff on the first day can be a struggle, especially if they are a Minion. However, outsiders (especially ones like the {{Good|Klutz}}) and characters like the {{Good|Oracle}} or {{Good|Town Crier}} will also be reluctant, trying to avoid drawing attention to themselves as Demon targets. It's worth being suspicious of anyone who doesn't share, but don't automatically condemn them either.
* Another way to inquire after {{Evil|Vortox}} is to ask after information that can be verified in-game as true. For example: Ask if the demon is among three players (Side note: These three players should not be close enough to be your neighbours, because the {{Evil|No Dashii}} will confuse your info). If you get a "Yes", then execute all of them. Then, if the game continues, you know it is probably {{Evil|Vortox}}. If you get a "No", then you either know three players who are not the demon, or you know that one of them is most likely the {{Evil|Vortox}}.
<br>
<br>


== Bluffing as the Juggler==
== Bluffing as the Artist==
 
When bluffing as the {{Good|Juggler}}, there are a few things you should keep in mind:


* Don't be shy. The Juggler acts publicly. This means that the Storyteller, and the whole group, will hear you make your guesses. Jugglers typically want to guess as many people as possible, and will do their best to convince the group that they are the Juggler, and that as many people as possible should reveal their character. If you are bluffing as the Juggler, get as many people talking about who they are as you can.
When bluffing as the {{Good|Artist}}, there are a few things you should keep in mind:


* Make yourself look good by only guessing good players and confirming that good players are telling the truth. When you support the claims of good players, they will trust you more. For example, if you guess that the {{Good|Flowergirl}} is the {{Good|Flowergirl}}, the {{Good|Clockmaker}} is the {{Good|Clockmaker}}, and the {{Good|Savant}} is the {{Good|Savant}}, and you tell the group that all three guesses were correct, you appear to be very helpful indeed.
* The Artist can receive practically any information in the game. Use this to your advantage when you are bluffing - giving information that compliments the narrative the evil team is trying to build against the good team.


* Or, make good players look evil by only guessing good player's characters, but telling the group that you guessed a character incorrectly. If you are believed to be the Juggler, this will make these good players mistrust each other. For example, if you guess the {{Good|Dreamer}}, the {{Good|Artist}}, the {{Good|Seamstress}} and the {{Good|Town Crier}}, but you tell the group that you only got 3 out of 4 correct, this implies that 1 of these players are lying. With any luck, the group will tie themselves in knots trying to figure out who it is, and executing all four players.
* Ask a question that implicates good players as evil. Some examples could include 'asking' if X character is in play, if Y player is sitting next to an evil player, etc. Every good player the town executes thanks to your dodgy information is an execution they didn't spent on your demon.


* Back up the bluffs of your fellow evil players by guessing their characters. Encourage them to say which good character they are on the first day, then claim that your guesses were correct. For example, guess that the {{Evil|Witch}} player, who is pretending to be the {{Good|Sweetheart}} is actually the {{Good|Sweetheart}}, and that the {{Good|Snake Charmer}} is actually the {{Good|Snake Charmer}}. When you tell the group that you got both guesses correct, the {{Evil|Witch}} appears good to the group.
* Ask a question that indicates your fellow evil players are good! Some examples could include 'asking' if there are more evil players to your left than your right, or if the demon is sitting somewhere you know they're aren't, or even if X character is in play (when it is actually a bluff being utilized by an evil player). Absolving evil players of guilt in the eyes of the town will see them turn their efforts elsewhere, waiting time on players who are not so much of a threat.


* Use your ability to undermine the trustworthiness of a particular player, and lay suspicion on them. You can guess just the one character, and tell the group that your guess was incorrect. Or guess their character and another very trustworthy player or two, and say you guessed incorrectly. This technique is especially useful when you target the good twin and get them executed, which makes the {{Evil|Evil Twin}} ability trigger, winning you the game. Or, putting a lot of suspicion on a {{Good|Savant}} or a {{Good|Clockmaker}} can make them look evil, and their information suspect, giving you a little more breathing room.
* Decide whether your information is going to contradict the good team's information or not. This is riskier as a Demon, since if you contradict, the good team will likely kill you out of suspicion. As a Minion, you can be more deliberate about setting up a counter-argument, since your execution is not the end of the game, and if you manage to convince the group of something false in the meantime, all the better!


* Beware tricky players, who may reveal a false character in the hopes of tricking you. Some good players have a reason to lie about who they are. If they do so, and you guess their character, but tell the group that all your guesses were correct, then they will now that you are lying. You can always claim that it is actually they who are lying, or that the incorrectness of your information is due to a {{Evil|No Dashii}} or a {{Evil|Vortox}} or a dead {{Good|Sweetheart}}, but that is a trickier argument to be believed much of the time.
* Beware of the {{Evil|Vortox}} - if you know one is in play, you'll have to be careful about giving 'true' information, since the {{Evil|Vortox}} would make your 'good' information false.


* Pretending to be the Juggler can reveal some high priority targets for the Demon to kill. Many Demons will want to kill a {{Good|Flowergirl}} or {{Good|Savant}} or {{Good|Oracle}} as soon as possible, or other powerful characters for the current game setup. Getting the good players to reveal who they are can help the Demon choose wisely. Of course, in Sects & Violets, all choices are good choices for the Demon, but some are better choices than others, depending on the situation.
* Don't reveal this bluff right away - in the early game, an Artist who has asked their question is prime bait for a mercy execution to appease a potential {{Evil|Vortox}}. If you're that {{Evil|Vortox}}, that would be an embarrassing end!


</div>
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Revision as of 11:25, 4 March 2023

Icon artist.png

"Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui."

Appears in Logo sects and violets.png Information

Type Townsfolk
Artist Aiden Roberts

The Artist may ask any 1 question, and get an honest answer.

Character Text

"Once per game, during the day, privately ask the Storyteller any yes/no question."

Examples

The Artist asks, "Is the Demon sitting in a brown chair?" The Storyteller answers, "No,” because the Demon is in a black chair.

The Artist asks, "Is David the Evil Twin?” and the Storyteller answers, "Yes,” because David is.

The Artist asks, "How many Minions are alive?” and the Storyteller says, "Please ask another question. I cannot answer that with a yes, no, or I don’t know."

The Artist asks, "Are we winning?” and the Storyteller answers, "I don't know,” because even though all the Minions are dead, many good players trust the Demon.

Tips & Tricks

  • Ask your question as soon as you can on the first day! Between the demon and the Pit-Hag, you risk losing your question every day that you do not use it. Using it right away negates this risk. There are a lot of questions you can ask knowing nothing else about the game that will give you a great head-start on detecting where evil is hidden in the town.
  • Hold onto your question for a few days. This is very risky, since the longer you are alive without using it, the greater chance you won't get to. With that said, Sects & Violets is a game stuffed to the brim with information - waiting to hear people's claims and the information they've got available to them can enable you to ask a much more specific and deadly question that could change the course of the game with a simple 'yes' or 'no'. In particular, characters like the Flowergirl, Town Crier, and Oracle give information that can help you narrow down where the evil lies.
  • Being too specific with your question (e.g. Is Amy the demon?) will probably result in an unhelpful 'no'. Instead, ask questions that will divide the group into two halves. For example, ask if the demon is sitting in a particular group - yes or no, you have narrowed down where the demon is or isn't. Other questions can include asking if there's a concentration of evil players in a particular location, or asking about characters like the Evil Twin.
  • If you don't have a lot of in-game threads to follow, you can also ask for information outside of the game mechanics and still break the town into groups. For example, if a disproportionate number of players are wearing red shirts. you can ask if the demon is among them!
  • Your ability can be used to replicate many information gathering abilities in the game - providing you can phrase them as a yes/no question! Listen to the claims of the people around you and craft your question to cover weaknesses in the good team's info, or to confirm/deny another person's claims.
  • Hiding from the demon so they don't kill you before you use your ability is imperative. You can try bluffing as another character, but another option is come out to the town and pretend you have already asked your question. The demon will not consider you as much of a threat if they believe you, and will probably prioritize more dangerous targets that appear to be still getting information.
  • Don't ask about the Vortox directly. Asking "is there a Vortox in play" will always result in a "no" - either there's no Vortox, or there is a Vortox and you're getting false information. To try and detect Vortox, you can instead give a statement that is definitely true (e.g. "Does 2+2 = 4?") - if the storyteller says "no", then you know your information has been compromised in some way.
  • Another way to inquire after Vortox is to ask after information that can be verified in-game as true. For example: Ask if the demon is among three players (Side note: These three players should not be close enough to be your neighbours, because the No Dashii will confuse your info). If you get a "Yes", then execute all of them. Then, if the game continues, you know it is probably Vortox. If you get a "No", then you either know three players who are not the demon, or you know that one of them is most likely the Vortox.


Bluffing as the Artist

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

  • The Artist can receive practically any information in the game. Use this to your advantage when you are bluffing - giving information that compliments the narrative the evil team is trying to build against the good team.
  • Ask a question that implicates good players as evil. Some examples could include 'asking' if X character is in play, if Y player is sitting next to an evil player, etc. Every good player the town executes thanks to your dodgy information is an execution they didn't spent on your demon.
  • Ask a question that indicates your fellow evil players are good! Some examples could include 'asking' if there are more evil players to your left than your right, or if the demon is sitting somewhere you know they're aren't, or even if X character is in play (when it is actually a bluff being utilized by an evil player). Absolving evil players of guilt in the eyes of the town will see them turn their efforts elsewhere, waiting time on players who are not so much of a threat.
  • Decide whether your information is going to contradict the good team's information or not. This is riskier as a Demon, since if you contradict, the good team will likely kill you out of suspicion. As a Minion, you can be more deliberate about setting up a counter-argument, since your execution is not the end of the game, and if you manage to convince the group of something false in the meantime, all the better!
  • Beware of the Vortox - if you know one is in play, you'll have to be careful about giving 'true' information, since the Vortox would make your 'good' information false.
  • Don't reveal this bluff right away - in the early game, an Artist who has asked their question is prime bait for a mercy execution to appease a potential Vortox. If you're that Vortox, that would be an embarrassing end!