Actions

Chef

From Blood on the Clocktower Wiki

The Chef knows if evil players are sitting next to each other.

Character Text

"You start knowing how many pairs of evil players are neighbouring each other."


Example Gameplay

There are no evil players sitting next to each other. The Chef wakes and learns a "0".

The Demon is sitting next to the Baron. Across the room, the Poisoner is sitting next to the Scarlet Woman. The Chef learns a "2".

An evil Scapegoat is sitting between the Demon and the Minion. Across the room, two other Minions sit next to each other. The Chef wakes and learns a "3".


Tips & Tricks

  • Try to coordinate with other good players, particularly ones who can detect evil. Your information is especially valuable when combined with the information from an Empath or Undertaker; finding one evil player gives you a starting point from which to work backwards.
  • At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with other players' information gained throughout the game. If you can find an Empath, or Fortune Teller, then knowing who is good or evil, or who is or is not the Demon, can be very powerful, because you know something about their neighbours too. Even learning about a Washerwoman's, Librarian's or Investigator's information can be great. For example, if you know that evil players are sitting next to each other, and the Investigator says that either player A or player B is a Minion, you know that a neighbour of player A or B must be evil.
  • Your information will be most useful towards the end of the game, so remember to be vocal at that point. When just three players are left alive, and you know for a fact that at least one of them is evil, the knowledge that evil players are, or are not, sitting next to each other, can decide the fate of the game. Remind the group of your vital information at this point.
  • If you know that evil players are not sitting next to each other, and you believe that a particular player is evil, you know their neighbours are good. So, if the player two steps away from you is good, then the player sitting between the two of you must be good too. If you trust one, you can also trust the other.
  • Getting a count of "0" means that no evil players are sitting next to each other; look for players who are getting up and whispering with each other during the day. They may be evil, but remember that they may also just be good players with secrets to tell.
  • Getting a count of "1" or more means that evil players are sitting next to each other. Pay attention to which players are whispering to each other whilst remaining seated next to each other, or are forming alliances quietly.
  • Getting a count of "2" can mean that there are two separate pairs of evil players, or three evil players sitting in a row. Remember that evil Travellers count, and can give you valuable information about their neighbours.
  • The Spy may not register as an evil player for your information, giving you an incorrect count. Similarly, the Recluse may register as an evil player for your information. For you to be able to trust your information, you will need to do what you can to reveal the existence of a Spy or a Recluse as soon as possible. Simply asking the group if anybody is the Recluse should be enough. Finding out that a Spy is in play may require you to use your intuition, and to pay attention to which players are dying of a night time. If it looks like the Demon is killing far too efficiently, then a Spy may be helping them.
  • If the game is a Teensyville game (any game with just five or six players), then the Demon and Minion won't know each other, and will be desperately trying to find out who each other are. Giving false Chef information to the group can trick the evil players into trusting the wrong people. For example, saying that evil players are sitting next to each other, when you know that they are not, means that the Demon may reveal themselves to a good neighbour accidentally, or that a Minion will not vote for their good neighbour's execution, and will vote for the Demon's execution instead.


Bluffing as the Chef

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

  • Claiming that either zero or one pair(s) of evil players are sitting next to each other is usually quite believable. Larger claims, such that two or three pairs of evil players are sitting to each other, are statistically more unlikely, and less believable. Also, keep in mind that in smaller games, claims that there are two pairs of evil players sitting next to each other won't make sense, as there are only two evil players in play.
  • Giving false information to the group can be very confusing to the good team. If the good team thinks that evil players neighbour each other, but they do not (or vice versa), then they will often tear each other apart due to their own suspicions, whilst you sit back and watch.
  • Giving true information to the group can confirm some players' alignments, and help the good team figure things out. The upside is that because you have been so helpful, the good team will trust you, and keep you alive. Or, if they think you are evil, then they will often assume that your information you revealed to the group was a lie, and then be operating on shaky ground from that point onwards.
  • The Chef is a fairly easy character to bluff as. If you are a beginner, pretending to be the Chef can be a way to spread false information to the group, without needing to continually update your information as the game progresses.


Amazing Chef Stories

TBC


Chef Token.png


Appears in

TB Logo.png


Information

Type Townsfolk