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Vortox and Fortune Teller: Difference between pages

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[[File:icon_vortox.png|250px]]
[[File:icon_fortune_teller.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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Demon|Demon]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Anica Kelsen</td>
<td>John Grist</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find."</p>
<p class='flavour'>"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]
[[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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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</div>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, choose a player; they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins."
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."


The Vortox makes all information false.
The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
* Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false.
* Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
* The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes.
* Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
* When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.
* The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
While preparing the first night, put the Fortune Teller's '''RED HERRING''' reminder token by any good character token, marking that player as the Red Herring.


While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.


Each night except the first, wake the Vortox. They point at any player. That player '''dies''' - mark them with the '''DEAD''' reminder. Put the Vortox to sleep.
In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
 
Each dusk, if no player was executed today, the game ends and the evil team wins.
</div>
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<div class='example'>
<div class='example'>
The Vortox kills the {{Good|Sage}}. The {{Good|Sage}} learns two players, both of which are not Demons.
The Fortune Teller chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
</div>
</div>


<div class='example'>
<div class='example'>
Nobody voted or nominated today. That night, both the {{Good|Flowergirl}} and the {{Good|Town Crier}} learn a "yes.
The Fortune Teller chooses the {{Evil|Imp}} and the {{Good|Empath}}, and learns a 'yes'.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Savant}} is in play, and learns two pieces of information each day. Both are false. That night, the {{Good|Dreamer}} chooses a player who is the {{Good|Savant}}, and learns that player is either the {{Good|Philosopher}} or the {{Evil|No Dashii}}.
The Fortune Teller chooses an alive {{Good|Butler}} and a dead {{Evil|Imp}}, and learns a 'yes'.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Pit-Hag}} turns the {{Good|Juggler}} into the {{Evil|Witch}}. The {{Good|Juggler}} learns that they are now the good {{Evil|Witch}}, because this information comes from the {{Evil|Pit-Hag}}'s ability, not a Townsfolk's ability.
The Fortune Teller chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The Fortune Teller learns a 'yes'.
</div>
 
<div class='example'>
Today, a player died from the {{Evil|Witch}}, two Travellers were exiled, 5 nominations happened, but nobody was executed. Evil wins.
</div>
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== Tips & Tricks ==
* Getting a 'no' is often more useful than getting a 'yes'. A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.


== Tips & Tricks ==
* You only learn about Demons. Just because you got a 'no' on somebody doesn't mean that they're good. They could still be a Minion.
 
* If you have a pair of players who you got a 'yes' on, and a pair of players you got a 'no' on, try picking one player from each pair. If you get another 'yes', you know that the player you got a 'yes' on both times is the player you're getting a read on; otherwise, it's the player in your initial 'yes' pair that you didn't pick this time that you should look to.
 
* If you have gotten a 'yes' on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.


* As a Demon, you have two significant strengths - forcing the good team to execute (or else!), and forcing all Townsfolk information to false. This deadly combination makes you the scariest Demon on the list - even the potential of your presence will have your enemies shaking in their boots. Beware though - you are far from invulnerable, and if the good team know you're in play with any degree of certainty, then they can start to unravel the falsehoods caused by your ability and will have your evil team packing in no time!
* You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.


* Give true information to mask the existence of your Vortox ability. A lot of information in Sects & Violets is binary, and it can hard to reliably confirm your existence unless the good team is willing to expend some very powerful abilities (such as the {{Good|Artist}} or the {{Good|Juggler}}). This means it can be hard to confirm as true OR false right away. Mixing in true/provable information as part of your bluff will help you look trustworthy and confuse the good team about whether a Vortox is in play.
* Remember that the {{Evil|Imp}} can kill themselves and cause a Minion to become the Demon, and if they're executed, the {{Evil|Scarlet Woman}} might become the Demon. Even if you got a 'no' on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a 'no' on and see if your information has changed.  


* If the good team has already cottoned onto the idea of a Vortox, don't despair - simply tailor your bluff to give obviously ''false'' info instead, allowing you to blend into the confused good players who are also getting false information! People will be more inclined to trust you if you are also being 'harmed' by the Vortox power.
* Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a 'yes' is not a definite confirmation of a Demon.


* It's extremely difficult to pull off, but you might be able to convince the group there's no Vortox, and get them not to execute a player to prove it. This will usually require a very powerful bluff like the {{Good|Artist}} or the {{Good|Dreamer}}, who can detect the false information forced upon them more reliably than other abilities. Only push for this if you really think the good team will buy it - most groups will be wary about giving up an execution, especially if any information seems confusing or unreliable. With that said, it is ''extremely'' satisfying to pull off a win that way!
* You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.


* Get a read of the group before coming out with your bluff - you may change strategy based on their behavior. Jumping in with a strong bluff that has true information may backfire on you if the group comes to find out you're in play and starts seeking out anyone who doesn't fit that narrative!
* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the Red Herring.


* Signal to your Minions which Demon you are - they may also be bluffing as information gathering characters, and knowing that your ability is affecting the town is important, since they may want to adjust their bluffs to account for that.
* Claiming to be a character that the Demon would not want to kill, such as the {{Good|Saint}}, {{Good|Soldier}}, or {{Good|Ravenkeeper}} can help you survive longer, allowing you some much needed time to gain useful information.
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== Fighting the Vortox ==
== Bluffing as the Fortune Teller==
 
When bluffing as the Fortune Teller, there are a few things you should keep in mind:


* Don't panic! The Vortox looks scary on paper, but as long as the good team is smart, the Vortox will probably provide a less steep challenge than the other Demons on the character sheet. Even if you get completely confused, once just three players are left alive, you have a 1 in 3 chance of killing the Demon. So, it's not as terrifying as it sounds.
* You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.  


* As a team, you can identify if a Vortox is in play by sharing information. The more good players come out with their information, the more quickly it will become apparent that a Vortox is play, since the information is not adding up. One or two pieces of strange information can easily be due to a {{Evil|No Dashii}}, a {{Good|Sweetheart}}, or an evil player spreading lies, but 5 or 6 pieces of information that don't match usually indicates a Vortox. Once you figure out that a Vortox is in play, even if you have no idea which player it is, you have the advantage.
* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  


* If you figure out that the Vortox is in play, ALL information is reliably false. This may sound awful, but is actually incredibly helpful! With a Vortox in play, information can not possibly be true. This means that the {{Good|Sweetheart}} or {{Good|Philosopher}}, if they make you drunk, can not give true information. Knowing that all information is false 100% of the time, means that you can simply take the reverse of that information as gospel. For example, if you don't know what Demon is in play, and the {{Good|Flowergirl}} says the Demon did not vote, the {{Good|Town Crier}} says a Minion did not nominate, and the {{Good|Seamstress}} says that the {{Good|Flowergirl}} and the {{Good|Town Crier}} are different alignments, there can be a lot of confusion about what that information all means. But, if you know a Vortox is in play, that {{Good|Flowergirl}} knows that the Demon DID vote, the {{Good|Town Crier}} knows that a Minion DID nominate, and the {{Good|Seamstress}} knows that both the {{Good|Flowergirl}} and the {{Good|Town Crier}} are the same alignment. Having certainty about your information (even if you have to continually reverse it from false to true), is enormously helpful.
* The Fortune Teller can sometimes get wildly confusing information. The {{Good|Recluse}} may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no {{Evil|Scarlet Woman}} is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.  


* The game ends if there is no execution. Don't skip the execution unless you're REALLY sure there's no Vortox in play. (The reason this Vortox has this incredible ability is to prevent the good team from deliberately not nominating on the first day, to have characters like the {{Good|Oracle}}, {{Good|Flowergirl}}, {{Good|Town Crier}} get false information, thus determining the existence of a Vortox). The good team should be nominating and executing every single day... just in case. Obviously, killing evil players is better, but even killing good players is better than losing the game.
* Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.


* If any player is giving true information in a Vortox game... kill them. They are lying. And lying means only one thing... they are evil. Or they are the {{Good|Snake Charmer}}, {{Good|Sage}}, or {{Good|Mutant}} and hiding their identity for some other reason. But probably, they are evil.
*If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a {{Good|Saint}} executed or a {{Good|Mayor}} or {{Good|Soldier}} killed, or at least convince the good team not to trust them. Even sowing distrust about an {{Good|Undertaker}}, {{Good|Empath}}, or similar character can be enough to make their information questionable.


* Some characters are better at sensing Vortox than others. Since the Vortox forces all information to be false, you can try to create situations where your information is expected to have a certain outcome, and see if you get that outcome. Some examples include the {{Good|Artist}} (who asks a yes/no question), {{Good|Juggler}} (who can simply juggle themselves), {{Good|Dreamer}} (who can pick someone they trust and see if the information matches up), {{Good|Flowergirl}} (get everyone in town to vote - if you get that the demon didn't vote, you know your information is wrong), {{Good|Town Crier}} (be the only one to nominate in a day - if you are told a Minion nominated...) or {{Good|Seamstress}} (pick two players you are confident you know the alignments on and compare - especially effective with an {{Evil|Evil Twin}} in play!)
* Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a {{Good|Ravenkeeper}} appear to be the Demon that killed themselves at night time.


* Be wary of the {{Evil|No Dashii}}, {{Good|Philosopher}} and {{Good|Sweetheart}} - thanks to their abilities causing poisoning or drunkenness, some people will get bad information. If you think you're getting bad information, try to find out if it's afflicting the entire town or just you.
* If you are the {{Evil|Imp}}, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.


* Not all characters that receive information can be affected by the Vortox. The {{Good|Snake Charmer}}, for example, learns who isn't the demon as a side-effect of their technically non-information-gathering role. Thanks to that, their information can be considered "true" in a Vortox game.
* If you are the {{Evil|Scarlet Woman}}, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the {{Good|Undertaker}} a positive read of 'Demon', solidifying your bluff.


* If you know of a {{Good|Recluse}}, claim to have gotten a 'yes' on them. If you are or have spoken to a {{Evil|Spy}}, you can claim to have a 'yes' on the {{Good|Recluse}} before they can claim their character, which makes your 'yes' look even more believable.
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[[Category:Sects & Violets]]
[[Category:Trouble Brewing]]
[[Category:Demons]]
[[Category:Townsfolk]]

Revision as of 11:01, 21 September 2023

Icon fortune teller.png Information

Type Townsfolk
Artist John Grist

"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."

The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.

  • Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
  • Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
  • The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

How to Run

While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.

Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.

In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.

Examples

The Fortune Teller chooses the Monk and the Undertaker and learns a 'no'.

The Fortune Teller chooses the Imp and the Empath, and learns a 'yes'.

The Fortune Teller chooses an alive Butler and a dead Imp, and learns a 'yes'.

The Fortune Teller chooses themselves and a Saint. The Saint is the Red Herring. The Fortune Teller learns a 'yes'.

Tips & Tricks

  • Getting a 'no' is often more useful than getting a 'yes'. A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.
  • You only learn about Demons. Just because you got a 'no' on somebody doesn't mean that they're good. They could still be a Minion.
  • If you have a pair of players who you got a 'yes' on, and a pair of players you got a 'no' on, try picking one player from each pair. If you get another 'yes', you know that the player you got a 'yes' on both times is the player you're getting a read on; otherwise, it's the player in your initial 'yes' pair that you didn't pick this time that you should look to.
  • If you have gotten a 'yes' on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.
  • You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.
  • Remember that the Imp can kill themselves and cause a Minion to become the Demon, and if they're executed, the Scarlet Woman might become the Demon. Even if you got a 'no' on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a 'no' on and see if your information has changed.
  • Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a 'yes' is not a definite confirmation of a Demon.
  • You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.
  • Be aware of the Recluse, who may register as the Demon to you. This is not the same as the Red Herring.
  • Claiming to be a character that the Demon would not want to kill, such as the Saint, Soldier, or Ravenkeeper can help you survive longer, allowing you some much needed time to gain useful information.

Bluffing as the Fortune Teller

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

  • You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.
  • You can lie that "these two players are not the Demon" to exonerate your fellow evil players.
  • The Fortune Teller can sometimes get wildly confusing information. The Recluse may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no Scarlet Woman is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.
  • Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.
  • If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a Saint executed or a Mayor or Soldier killed, or at least convince the good team not to trust them. Even sowing distrust about an Undertaker, Empath, or similar character can be enough to make their information questionable.
  • Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a Ravenkeeper appear to be the Demon that killed themselves at night time.
  • If you are the Imp, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.
  • If you are the Scarlet Woman, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the Undertaker a positive read of 'Demon', solidifying your bluff.
  • If you know of a Recluse, claim to have gotten a 'yes' on them. If you are or have spoken to a Spy, you can claim to have a 'yes' on the Recluse before they can claim their character, which makes your 'yes' look even more believable.