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Washerwoman and Recluse: Difference between pages

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[[File:icon_washerwoman.png|250px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Outsider|Outsider]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aiden Roberts</td>
[[File:logo_trouble_brewing.png|100px]]
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<p class='flavour'>"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/8508839/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-10-18%2F34610165-44100-2-3bedcf44e408b.mp3">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"You might register as evil & as a Minion or Demon, even if dead."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Recluse might appear to be an evil character, but is actually good.
* 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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== How to Run ==
== 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.
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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.
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== Examples ==
== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
The {{Good|Slayer}} uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the {{Evil|Imp}}, so the Recluse dies. The {{Good|Slayer}} believes that they just killed the {{Evil|Imp}}.  
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
The {{Good|Empath}}, who neighbours the Recluse and the {{Good|Monk}}, learns she is neighbouring one evil player. The next night, the {{Good|Empath}} learns they are neighbouring no evil players.
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Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
The {{Good|Investigator}} learns that either the Recluse or the {{Good|Saint}} is the {{Evil|Scarlet Woman}}.
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The Recluse is executed. The {{Good|Undertaker}} learns that the {{Evil|Imp}} was executed.
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== Tips & Tricks ==
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The Recluse neighbours the {{Evil|Imp}} and an Evil Traveller. Because showing a "2" to the {{Good|Chef}} might be too revealing, the {{Good|Chef}} learns true information, a "0,” instead.
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* 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.
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* When the 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.
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* 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}}.
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* 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.
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== Tips & Tricks ==


* 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}}.
* Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the {{Good|Chef}}, {{Good|Empath}} or {{Good|Investigator}}. Characters that get further information, like the {{Good|Fortune Teller}} and {{Good|Ravenkeeper}} will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.


* 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.
* Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.


* 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}}.
* Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the {{Good|Undertaker}} will not get reliable information about you.


* 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}}.
* You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an {{Good|Empath}} who is saying that both their neighbours are good, or if a {{Good|Fortune Teller}} says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.


* 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.
* Don't get Slayed! The {{Good|Slayer}} will usually kill you if they select you, and this will make it look like you are the Demon and a {{Evil|Scarlet Woman}} is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an {{Good|Undertaker}} will usually learn that you are a Minion or Demon, confusing the good team even further.


* 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!
* Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the {{Good|Chef}} or {{Good|Empath}} can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.


* 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 the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.
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* 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.
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* 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.
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* 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.
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== Bluffing as the Recluse ==


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


* 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.
* You would never wake, learn anything, or act during the day.
<br>


== Bluffing as the Washerwoman==
* "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the {{Good|Empath}}. {{Good|Fortune Teller}} and even the {{Good|Investigator}}!


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities


* 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.
* Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.


* 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 {{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.
* As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the {{Good|Undertaker}} or {{Good|Ravenkeeper}} have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.


* 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.
* Knowing that you register as evil will give the good team information to work with; be wary of characters like the {{Good|Chef}}, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.


* 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.
* Claiming to be an Outsider can obscure the presence of a {{Good|Drunk}}, and perhaps imply the existence of a {{Evil|Baron}}.


* 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 {{Good|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 {{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.
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* 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:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Outsider]]

Revision as of 14:49, 22 March 2023

Icon recluse.png Information

Type Outsider
Artist Aiden Roberts

"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You might register as evil & as a Minion or Demon, even if dead."

The Recluse might appear to be an evil character, but is actually good.

How to Run

Examples

The Slayer uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the Imp, so the Recluse dies. The Slayer believes that they just killed the Imp.

The Empath, who neighbours the Recluse and the Monk, learns she is neighbouring one evil player. The next night, the Empath learns they are neighbouring no evil players.

The Investigator learns that either the Recluse or the Saint is the Scarlet Woman.

The Recluse is executed. The Undertaker learns that the Imp was executed.

The Recluse neighbours the Imp and an Evil Traveller. Because showing a "2" to the Chef might be too revealing, the Chef learns true information, a "0,” instead.

Tips & Tricks

  • Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the Chef, Empath or Investigator. Characters that get further information, like the Fortune Teller and Ravenkeeper will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.
  • Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.
  • Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the Undertaker will not get reliable information about you.
  • You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an Empath who is saying that both their neighbours are good, or if a Fortune Teller says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.
  • Don't get Slayed! The Slayer will usually kill you if they select you, and this will make it look like you are the Demon and a Scarlet Woman is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an Undertaker will usually learn that you are a Minion or Demon, confusing the good team even further.
  • Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the Chef or Empath can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.
  • If the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.

Bluffing as the Recluse

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

  • You would never wake, learn anything, or act during the day.
  • "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the Empath. Fortune Teller and even the Investigator!
  • Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities
  • Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.
  • As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the Undertaker or Ravenkeeper have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.
  • Knowing that you register as evil will give the good team information to work with; be wary of characters like the Chef, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.
  • Claiming to be an Outsider can obscure the presence of a Drunk, and perhaps imply the existence of a Baron.