Actions

Fortune Teller and Preacher: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_fortune_teller.png|250px]]
[[File:icon_preacher.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>


Line 20: Line 20:
</table>
</table>


<p class='flavour'>"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."<p>
<p class='flavour'>"It is better to be rich and healthy than poor and sick."</p>
<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/5397557/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-9-5%2F26486169-44100-2-66f5127affe2a.mp3">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 32:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== 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."
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."


The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
The Preacher removes the Minion abilities of selected players.
* 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.
</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.
Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.
 
From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.
 
If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.
 
If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.
 
If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.


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 a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.


In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.
</div>
</div>


Line 65: Line 64:


<div class='example'>
<div class='example'>
The Fortune Teller chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
</div>
 
<div class='example'>
The Fortune Teller chooses the {{Evil|Imp}} and the {{Good|Empath}}, and learns a 'yes'.
</div>
 
<div class='example'>
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 Fortune Teller chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The Fortune Teller learns a 'yes'.
The Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
</div>
</div>


Line 89: Line 80:
== Tips & Tricks ==
== 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.
* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
 
* 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.
* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!


* 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 a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!


* 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.
* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.


* 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.
* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!


* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the Red Herring.
* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!


* 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.
* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
</div>
</div>


Line 115: Line 100:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Preacher ==


== Bluffing as the Fortune Teller==
When bluffing as the Preacher, there are a few things you should keep in mind:
 
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.  
* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.


* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  
* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!


* 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.
* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)


* 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 someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.


*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.
* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.


* 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.
* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without 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.
* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.


* 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.
* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!


* 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.
</div>
</div>


Line 143: Line 126:
</div>
</div>


[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 09:10, 28 September 2023

Icon preacher.png Information

Type Townsfolk
Artist John Grist

"It is better to be rich and healthy than poor and sick."

Summary

"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."

The Preacher removes the Minion abilities of selected players.

How to Run

Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.

From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.

If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.

If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.

If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.

In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.

If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.

Examples

Alex is the Preacher. On the first night, the Preacher chooses the Fearmonger. The Fearmonger loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the Slayer. Nothing happens because the Slayer is not a Minion. On the third night, the Preacher chooses the Po. Nothing happens because the Po is not a Minion. On the fourth night, the Preacher chooses the Poisoner. The Poisoner loses their ability and learns that they have been chosen by the Preacher.

The Preacher has previously chosen the Spy, the Saint, the Drunk, and the Goblin. The Spy and the Goblin have no ability, so the Spy doesn't see the Grimoire each night, and the Goblin cannot win by being executed. The Preacher becomes drunk. The Spy and the Goblin regain their abilities. The Spy sees the Grimoire that night, and the Goblin will win if executed. The Preacher becomes sober, so once again the Spy and Goblin have no abilities. The Spy dies. The Preacher dies. The Goblin gets their ability back, but the Spy does not, because the Spy is dead.

Tips & Tricks

  • The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
  • Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their Boomdandy or outsmarting their Mezepheles. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the Butler or the Barber!
  • If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
  • On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
  • If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an Assassin after they've already killed doesn't really achieve too much for your team, but a Widow losing their ability has still seen the Grimoire, but will lose their ability to poison. A Pit-Hag would be a even more urgent priority again!
  • Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
  • The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the Vigormortis and an evil aligned Bone Collector. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!

Bluffing as the Preacher

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

  • Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
  • To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the Witch or Cerenovus), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of Witch deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
  • Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
  • If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
  • You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a Butler bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
  • If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
  • Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the Fang Gu for example. A Preacher dying at night has a lot more credibility than one who is executed.
  • Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An Assassin kill or a Devil's Advocate execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!