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[[File:icon_po.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#Demon|Demon]]</td>
              <td>[[Character Types #Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
              <td>Artist</td>
<td>Anica Kelsen</td>
              <td>Chloe McDougall<
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<p class='flavour'>"Would you like a flower? I'm so lonely."</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>
[[File:logo_bad_moon_rising.png|100px]]


<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/63544517/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-0-16%2F307696123-44100-2-acae1b50169b5.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."


The Po can choose to attack nobody at night, but goes on a rampage the following night.
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* The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night.
== Summary ==
* If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight.
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"
* A Po must choose three players when prompted to do so. They cannot choose no one again.
* The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die.
* The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.”
* If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.
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The Village Idiots are a group that learn players’ alignments.
== How to Run ==
* 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.
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Each night except the first, wake the Po. They either shake their head no or point at any player. Put the Po to sleep. If they shook their head no, mark the Po with the '''3 ATTACKS''' reminder. If they chose a player, that player '''dies'''—mark them with a '''DEAD''' reminder.
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== 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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If the Po wakes to act while marked '''3 ATTACKS''', they point at any three players, one at a time. In the order chosen, each chosen player '''dies'''—mark them with '''DEAD''' reminders. Remove the '''3 ATTACKS''' reminder.
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== Examples ==  
 
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== Examples ==
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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On the second night, the Po attacks one player. On the third night, the Po chooses to attack nobody. On the fourth night, the Po attacks three players.
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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 Po chooses to attack nobody, but is drunk. The next night, the Po is poisoned. They choose three players, but none of them die. The following night, the Po is sober and healthy and attacks a player, who dies.
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The Po attacks the {{Good|Moonchild}}, then the {{Good|Goon}}, then the {{Good|Grandmother}}. Only the {{Good|Moonchild}} dies, because the Po became drunk when they attacked the {{Good|Goon}}.
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== Tips & Tricks ==
 
* The Po is the deadliest demon in [[Bad Moon Rising]] for its patience and ferocity. No other demon can hope to unleash as much devastation in a single night as you are capable of. Unlike the brutal {{Evil|Shabaloth}}, none of your victims are coming back from the dead unexpectedly. Unlike the {{Evil|Zombuul}} and the {{Evil|Pukka}}, you only wait if ''you'' choose it. The good team should tremble in fear at the mere thought that you are in play, knowing that at any time, you will unleash hell and leave the town torn asunder.
 
* Playing the Po is all about choosing how you want to kill. You have a few more options available to you than your average demon, and utilizing them well will be key for your victory.
** Kill once per night, ignoring the charge ability entirely in favor of consistency. One advantage of this is it eliminates the 'charge' night of no deaths that is your most obvious tell, and makes you almost indistinguishable from a {{Evil|Zombuul}} or {{Evil|Pukka}}... at least initially. The good team wasting resources trying to detect a dead demon or doubting their own information is great for you! The obvious disadvantage is that you kill much less, which gives the good team a little longer to see through your deception and track you down.
** Don't hold back - charge and kill consistently. By utilizing your charge ability every single night, you basically get to 'kill two, kill one free' - meaning that you get one more kill than normal across the two nights. If the good team is dead, they won't be able to detect a dang thing! The downside to this method is that it will be pretty obvious that you are in play - you get the most kills in a single night of any character, and the good team will pick up on that. This can back you unexpectedly into a corner, as characters like the {{Good|Courtier}} may wine and dine you, making you drunk, or the {{Good|Gossip}} can start getting ''very'' specific in the statements that they make.
** Finally, mix and match! Both methods above are viable depending on the game, but it pays to be flexible - kill once per night for a while, wait until you have three targets earmarked who you ''know'' will die, and then unleash your charged kill. Or unleash a charged kill early... but bluff as a {{Good|Moonchild}} to mask the extra kill, and then kill normally for the rest of the game. By mixing and matching your charged kill and regular kill, you can adapt to the situation as it unfolds - maybe the good team is wily and has a lot of information, and hiding your demon identity is crucial. Or maybe they're scattered, and you should finish them off before they have a chance to unite. Either way, you are versatile, so you might as well take full advantage of it. The downside to this method is that timing is everything - you have to plan your moves in advance, which means that if you didn't charge a kill on a night you ''really'' need more than one person dead, you could end up in hot water.


* Co-ordinate with the {{Evil|Assassin}} and the {{Evil|Godfather}} (and even the good players!) to mask the nights you don't kill. If a death occurs on the night where you are preparing for a triple kill, the good players will usually believe the death was due to the Demon attacking, and this false information will lead them astray about which demon is in play, and may even make them believe good players are lying when they are not. For example, if you don't kill one night (because you are preparing for a triple kill the following night), but that night, a player dies due to the {{Good|Gossip}} having made a true public statement during the day, the good team may believe that the {{Good|Gossip}}'s statement was false, since they believe that the death was due to the Demon attacking and not the {{Good|Gossip}}. Tricky.
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== Tips & Tricks ==  
== Fighting the Po ==
*  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.


* Figure out that the Po is in play as soon as you can. Determine how deaths happen due to a night action - 1 player dying each night as regular as Clockwork implies a Po is in play, as does nobody dying one night then 2 or 3 people dying the next. The {{Evil|Shabaloth}} usually kills more players each and every night, and the {{Evil|Zombuul}} and the {{Evil|Pukka}} often have a night with no death, but without the extra kills the following night. If you figure out a Po is in play, the {{Good|Courtier}} can nullify their power effectively, and other good players that kill players, such as the {{Good|Moonchild}}, {{Good|Grandmother}}, {{Good|Gambler}} and {{Good|Gossip}}, know to be particularly careful.
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* Good characters that can prevent death need to co-ordinate well, and use their abilities to the fullest. {{Good|Tea Lady}}s, {{Good|Fool}}s, {{Good|Innkeeper}}s, even {{Good|Goon}}s and {{Good|Sailor}}s, should be doing whatever that can to use their powers to the maximum, saving valuable lives so that the Po triple-kill doesn't destroy the town.
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* Always pay attention to how many players are left alive. Once just 5 players are left alive, the Po can win that night if the good team executes nobody that day. If other characters that cause death due to a night action are in-play, that number is even higher. If you think a Po is in-play, and 4, 5 or even 6 players are alive, think seriously about who you will execute that day... it may be your last!
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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:Demons]]
[[Category:Townsfolk]]

Revision as of 12:22, 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.