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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>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</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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<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/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
<p class='flavour'>"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."<p>
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<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/11398740/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-2-23%2F58269121-44100-2-6c052d168e896.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 start knowing how many pairs of evil players there are."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Chef knows if evil players are sitting next to each other.
* 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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<div class='example'>
Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
No evil players are sitting next to each other. The Chef learns a '0'.
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<div class='example'>
Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
The {{Evil|Imp}} is sitting next to the {{Evil|Baron}}. Across the circle, the {{Evil|Poisoner}} is sitting next to the {{Evil|Scarlet Woman}}. The Chef learns a '2'.
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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}}.
An evil {{Traveler|Scapegoat}} is sitting between the {{Evil|Imp}} and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.
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== Tips & Tricks ==


* 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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== Tips & Tricks ==


* 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}}.
* At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. If you can find an {{Good|Empath}}, or {{Good|Fortune Teller}}, then knowing who is Good or Evil, or who is or is not the Demon, can be very powerful. This is because you know something about their neighbours too. Even learning about a {{Good|Washerwoman}}'s, {{Good|Librarian}}'s or {{Good|Investigator}}'s information can be great. For example, if you know that Evil players are sitting next to each other, and the {{Good|Investigator}} says that either player A or player B is a Minion, you know that a neighbour of player A or B is more likely to be Evil.


* 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.
* If an {{Good|Undertaker}} sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.


* 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}}.
* 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.


* 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.
* Getting a "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.


* 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}}.
* 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 Evil, then the player sitting between the two of you must be Good.


* 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}}.
* Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.


* 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.
* Getting a "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 this can give you valuable information about their neighbours.


* 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!
* The {{Evil|Spy}} might not register as an Evil player for your information, giving you an incorrect count. Similarly, the {{Good|Recluse}} might 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 {{Evil|Spy}} or a {{Good|Recluse}} as soon as possible. Simply asking the group if anybody is the {{Good|Recluse}} is sometimes enough. Finding out that a {{Evil|Spy}}  is in play may require you to use your intuition and to pay attention to which players are dying at night. If it looks like the Demon is killing far too efficiently, then a {{Evil|Spy}} may be helping them.


* 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 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.
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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 Chef==


* 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 Chef, 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.
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* You would have received your information on night one, and so should have it from that point onward. You will have been shown a number.
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== Bluffing as the Washerwoman==


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore 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 characters in play. In general, even if the {{Good|Recluse}} registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.


* 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.
* 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.


* 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.
* 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 the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.  


* 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.
* 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.


* 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.
* Be wary of the {{Good|Recluse}}! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a {{Evil|Spy}}, you may also wish to tailor your information based off the location of the {{Good|Fortune Teller}}'s Red Herring.
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* 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:Townsfolk]]

Revision as of 11:56, 22 March 2023

Icon chef.png Information

Type Townsfolk
Artist Aiden Roberts

"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."

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 start knowing how many pairs of evil players there are."

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

How to Run

Examples

No evil players are sitting next to each other. The Chef learns a '0'.

The Imp is sitting next to the Baron. Across the circle, the Poisoner is sitting next to the Scarlet Woman. The Chef learns a '2'.

An evil Scapegoat is sitting between the Imp and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.

Tips & Tricks

  • At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. 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. This is 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 is more likely to be Evil.
  • If an Undertaker sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.
  • 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.
  • Getting a "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.
  • 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 Evil, then the player sitting between the two of you must be Good.
  • Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.
  • Getting a "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 this can give you valuable information about their neighbours.
  • The Spy might not register as an Evil player for your information, giving you an incorrect count. Similarly, the Recluse might 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 is sometimes 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 at night. 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:

  • You would have received your information on night one, and so should have it from that point onward. You will have been shown a number.
  • Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore 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 characters in play. In general, even if the Recluse registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.
  • 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 the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.
  • 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.
  • Be wary of the Recluse! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a Spy, you may also wish to tailor your information based off the location of the Fortune Teller's Red Herring.