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Courtier and Village Idiot: Difference between pages

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[[File:icon_courtier.png|250px]]
        [[File:icon_villageidiot.png|250px]]  
<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#Townsfolk|Townsfolk]]</td>
              <td>[[Character Types #Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
              <td>Artist</td>
<td>Aidan Roberts</td>
              <td>Chloe McDougall<
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<p class='flavour'>"I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep."</p>
        <p class='flavour'>”Roses are blue, and violets are red, Please reverse what I just said.</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: 20px;">Cult of the Clocktower Episode</span>
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<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/48717605/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-2-8%2F252469589-44100-2-bd14f4106434c.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==  
"Once per game, at night, choose a character: they are drunk for 3 nights & 3 days."
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"


The Courtier gets a character drunk, without knowing which player it is.
The Village Idiots are a group that learn players’ alignments.
* Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately.
* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.  
* The Courtier does not learn if they were successful or not, so they might choose a character that is not in play.
* There may be one, two, or three Village Idiots in play, irrespective of the number of players.  
* The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded.
* If there is only one Village Idiot in play, they are sober.  
* If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.
* The drunk Village Idiot may get true information.  
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* When Village Idiots are added to the game during setup, they replace other Townsfolk.  
* If a Village Idiot is created mid-game, only one is created.
* Village Idiots act one at a time, not all together.
* If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.  
* If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.  
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== How to Run ==
== How to Run ==  
While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder.
During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.
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Each night, wake the Courtier. They either shake their head no or point at any character icon on their character sheet. Put the Courtier to sleep.
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If the Courtier chose a character icon and that character is in play, the player of the chosen character becomes '''drunk''' for three nights and three days. Tonight, mark them with the Courtier’s '''DRUNK 1''' reminder. The next night, replace the '''DRUNK 1''' reminder with the '''DRUNK 2''' reminder. The next night, replace the '''DRUNK 2''' reminder with the '''DRUNK 3''' reminder. At dusk on the next night, remove the '''DRUNK 3''' reminder, and '''the Courtier loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
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After the Courtier chooses a character to make drunk, do not wake the Courtier for the rest of the game.
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In other editions, there can be multiple copies of the same character in play. The Courtier only makes one of them drunk.
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== Examples ==


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== Examples ==
For four nights, the Courtier wakes but does not use their ability. During the fifth night, they make the {{Evil|Shabaloth}} drunk. For the next three nights, the {{Evil|Shabaloth}} acts but cannot kill anybody.
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Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the {{Evil|Kazali}}. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.  
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Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the {{Good|Heretic}} player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.  
The Courtier uses their ability while drunk. Nothing happens, but they are not woken again.  
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The Courtier makes the {{Evil|Mastermind}} drunk. The {{Evil|Po}} is executed while the {{Evil|Mastermind}} still lives. The game ends and good wins.
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== Tips & Tricks ==
 
* The Courtier is unique in that you choose a ''character'', not a player. This means you select an actual role, and if they exist in your game they will be drunk. This is different from the {{Evil|Poisoner}}, who chooses a player to be poisoned regardless of who they are. Thanks to this, you have some different strategies available to you!
 
* You can only use your ability once in the entire game, so time it well! The later you make your choice, the more information you will have about the game's state and what characters are in play and causing mayhem. On the other hand, the evil team will be keen to target you as soon as they possibly can, so using your ability early can ensure you get it off and learn ''something'' before you die. It's up to you to judge the landscape of your particular game and make your choice!
 
* Obviously one of the strongest uses of your ability is to target the demon - if you can block the demon by getting them drunk, then the good team will have three nights of reprieve and the evil team will be at a severe disadvantage. The biggest tell for which demon is in play is the number of deaths each night - spot a pattern there, and you can pick out a deadly {{Evil|Shabaloth}} or cunning {{Evil|Po}} before they unleash their devastating attacks.
 
* Another powerful strategy you have available to you is to get Minions drunk. A drunk {{Evil|Assassin}} or {{Evil|Godfather}} won't be able to unleash unexpected deaths on the town, though getting the timing right can be very tricky - only aim for these if you're really sure it's going to help the good team out. A drunk {{Evil|Devil's Advocate}} or {{Evil|Mastermind}} is a little more insidious, since the evil team often rely on their abilities to save them in a pinch, and the drunkenness will not be obvious right away. An evil team who thinks they have a {{Evil|Mastermind}} in their back pocket may be okay with letting their demon die, when in fact they're about to lose the game!
 
* In most cases, getting good players drunk is probably not the ''best'' use of your ability, but there are some cases where it can be viable. For example, a drunk {{Good|Tinker}} can no longer die randomly, a drunk {{Good|Grandmother}} will not die alongside her grandchild, and a drunk {{Good|Moonchild}} who dies will not cause an extra good player's death.
 
* If you suspect that someone may not be who they claim to be, you can choose the character they're claiming and see if their story changes. For example, if a {{Good|Chambermaid}} continues to come out with 'true' information after you've had a few too many drinks with that character, or an {{Good|Exorcist}} continues to 'block' the demon after they're supposed to be hammered? (Note: if you're wrong and you make the actual {{Good|Chambermaid}} or {{Good|Exorcist}} drunk, you may gain some suspicion and ire for undermining the good team! It's a risky play with a big payoff.)
 
* If you're just not sure who to make drunk and you're rapidly running out of days, a valid option is to simply choose the most deadly character on the script. Whether or not they are in play, you can now be completely confident that they are not impacting your game at all, allowing the good team to rule them out of any reasoning. (Who is the most deadly character in Bad Moon Rising, you ask? Well, that's up to you! ;) )
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== Bluffing as the Courtier ==


When bluffing as the Courtier, there are a few things you should keep in mind:
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* Wait a few days before claiming that you are the Courtier, or at least wait a few days to claim to have used your ability. That's what a real Courtier would usually do. Also, remember that a real Courtier chooses a character to make drunk, not a player.  
== Tips & Tricks ==
* Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
* Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).
* If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
* Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
* Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.  
* Execute the Village Idiot that you think is drunk (in case they are actually evil).
* If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
* Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
* Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.  


* The easiest way to bluff as the Courtier is to claim to have used your Courtier ability on a Demon or Minion, and then have that have no obvious effect. For example, claim that you used your ability on the {{Evil|Pukka}}, but since a kill still happened of a night time, you must have guessed the wrong Demon. "Getting it wrong" this way is quite common for a Courtier, so doesn't look majorly suspicious, as long as the group is confused about which evil characters are in the game.
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* Bluffing and "getting it right" can be much more devastating, but also more risky. If you can convince the group not only that you are the Courtier, but also that you have nullified the ability of an in-play evil character, the group will be extremely reluctant to kill you. Suckers.
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* If you claim to have chosen the demon that is actually in-play, or at least the Demon that the good team thinks is in-play, then you may need to organize with the Demon so as no deaths occur of a night time. A drunk Demon can not kill, so in order to look like you have actually done this to the Demon, the Demon will need to either not kill, or have a different reason for deaths occurring of a night time, such as the {{Good|Gossip}} or {{Good|Tinker}}, for your bluff to be believed. However, this gambit can be a game winning one for you, particularly if you do it late in the game. If the good team believes that the Demon is drunk, they may not execute anybody when just 3 or 4 (or even 5 or 6) players are left alive, and a savvy demon such as the {{Evil|Shabaloth}} or {{Evil|Po}} can win of a night time by killing multiple players at that point.
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* Pretend to take a crucial character's ability out of the game, and therefore out of the good team's consideration. If you are the {{Evil|Mastermind}}, you can claim to be the Courtier that has selected the {{Evil|Mastermind}}, which means that they will be taken completely by surprise when you snatch victory the day after executing the Demon. If you are the {{Evil|Pukka}}, you can claim to be the Courtier that has made the {{Evil|Pukka}} drunk, which, when deaths continue of a night time, will convince the group that a different Demon is in-play, and they will completely ignore the possibility of the {{Evil|Pukka}}'s poisoning. Nice.
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== Bluffing as the Village Idiot ==
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.  
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
* If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team.If the good team is not executing VIs, get the Demon to bluff VI.  
* As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath
* Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
* If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the {{Good|Damsel}} or {{Good|Heretic}}.  
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[[Category:Bad Moon Rising]]
[[Category:Experimental Characters]]  
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 12:21, 26 January 2024

        Icon villageidiot.png 
        Information 
Type Townsfolk
Artist Chloe McDougall<

”Roses are blue, and violets are red, Please reverse what I just said.”

Summary

"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"

The Village Idiots are a group that learn players’ alignments.

  • The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
  • There may be one, two, or three Village Idiots in play, irrespective of the number of players.
  • If there is only one Village Idiot in play, they are sober.
  • The drunk Village Idiot may get true information.
  • When Village Idiots are added to the game during setup, they replace other Townsfolk.
  • If a Village Idiot is created mid-game, only one is created.
  • Village Idiots act one at a time, not all together.
  • If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.
  • If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.

How to Run

While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder. During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.

Examples

Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the Kazali. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.

Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the Heretic player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.

== Tips & Tricks == 
  • Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
  • Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).
  • If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
  • Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
  • Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.
  • Execute the Village Idiot that you think is drunk (in case they are actually evil).
  • If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
  • Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
  • Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.

Bluffing as the Village Idiot

  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.
  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
  • If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team.If the good team is not executing VIs, get the Demon to bluff VI.
  • As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath
  • Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
  • If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the Damsel or Heretic.