Actions

Snake Charmer and Mathematician: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_snakecharmer.png|250px]]
[[File:icon_mathematician.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 16: Line 16:
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>John Grist</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I."</p>
<p class='flavour'>"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."</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>
Line 27: Line 27:
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/20615737/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-9-4%2F115042552-44100-2-9b04831953f58.m4a">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/21306354/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-9-19%2F119785121-44100-2-1f55b6910cc3b.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned."
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."


The Snke Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold.
The Mathematician knows how many things have gone wrong since dawn today.
* Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently.
* When an ability does not work in the intended way due to another character’s interference, the Mathematician will learn that it happened. They’ll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn’t, due to another character.
* If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.
* The Mathematician does not learn which players this happened to, only how many times it happened.
* The Mathematician does not detect their own ability failing.  
* The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players’ abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp’s attack, would each be detected. The poisoned Empath getting true information would not.
</div>
</div>


Line 49: Line 51:
== How to Run ==
== How to Run ==


Each night, wake the Snake Charmer. They point at any player.
Each time a character’s ability works abnormally due to another character’s ability, mark them with an '''ABNORMAL''' reminder.  


If that player is not the Demon, nothing happens. Put the Snake Charmer to sleep.
Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with '''ABNORMAL''' reminders. Put the Mathematician to sleep. Remove all '''ABNORMAL''' reminders.
 
If that player is the Demon, the old Snake Charmer changes into the new (''evil'') Demon, and the old Demon changes into the new (''good'') Snake Charmer—swap the Snake Charmer token and the Demon’s token. The new Snake Charmer is '''poisoned''' - mark them with the '''POISONED''' reminder. Wake the new Demon and show them the '''YOU ARE''' info token, a thumbs-down, the '''YOU ARE''' token, then the Demon’s token. (''This shows they are now evil and the Demon.'') Put the new Demon to sleep. Wake the new Snake Charmer and show them the '''YOU AR'''E info token, a thumbs-up, the '''YOU ARE''' info token, then the Snake Charmer token. (''This shows they are now good and the Snake Charmer.'') Put the new Snake Charmer to sleep.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
In the strange situation that the Snake Charmer is evil, or the Demon good, swap their alignments as appropriate.
</div>
</div>
</div>


Line 69: Line 65:


<div class='example'>
<div class='example'>
The Snake Charmer chooses a player who is the {{Evil|Pit-Hag}}, so nothing happens. The Snake Charmer simply goes to sleep. The next night, the Snake Charmer chooses themself, so nothing happens.
The poisoned {{Good|Oracle}} learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.  
</div>
</div>


<div class='example'>
<div class='example'>
The Snake Charmer chooses a player who is the {{Evil|Vigormortis}}. The Snake Charmer immediately becomes the evil {{Evil|Vigormortis}}, and the {{Evil|Vigormortis}} becomes the good Snake Charmer and gets poisoned.
The poisoned {{Good|Snake Charmer}} chooses a Townsfolk player, and nothing happens. The drunk {{Good|Juggler}} gets correct information. The {{Good|Savant}} learns two pieces of true information. Later that night, the Mathematician learns a "1" because the {{Good|Snake Charmer}} and {{Good|Juggler}}'s abilities worked as normal, whilst one of the {{Good|Savant}}'s facts was true when it should have been false.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Pit-Hag}} turns themself into the Snake Charmer. Then, the Snake Charmer chooses a player who is the {{Evil|Fang Gu}}. The Snake Charmer becomes the {{Evil|Fang Gu}}, while the {{Evil|Fang Gu}} becomes the Snake Charmer and gets poisoned. Both remain evil.
A {{Evil|Vortox}} is in play. Five good players got false information. The {{Evil|Witch}} is drunk, and when their cursed player nominated, nothing happened. Even though six abilities malfunctioned, the Mathematician learns a "4" due to the {{Evil|Vortox}}'s ability.
</div>
</div>


Line 89: Line 85:
== Tips & Tricks ==
== Tips & Tricks ==


* The Snake Charmer exists in a state of duality. At any given moment, you may turn evil and begin betraying your team. Until that happens though, you are good and playing for the good team, and your information is incredibly useful (knowing who isn't a demon is just as important as knowing who the demon is!). Unlike the other players, you are not playing so much for a team but for yourself, and for the team that you want to end up on.
* Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the {{Good|Clockmaker}}, {{Good|Flowergirl}}, {{Good|Seamstress}} and {{Good|Oracle}} (among others) will need your help making sure their information should be acted upon!


* Play cautiously; select only a few players to confirm as not the demon. Aim for players you expect to survive for a while - if you have players alive on the final day who are not the demon, then that can bring your odds down from 1 in 3 to 1 in 2! Once you reach a point where you're satisfied with the information gathered (or you just don't want to risk it anymore), keep in mind that you can always choose yourself at night to safely avoid becoming the demon!
* Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the {{Good|Sweetheart}}, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] just created a {{Evil|No Dashii}}.


* Play recklessly! Select as many players as you can - the more you have confirmed as not the demon, the more powerful you are! This method increases your odds of being the demon, but if you remain good for the entire game, you'll have a TON of powerful information to utilize against the evil team. And if you turn evil... well, it probably doesn't bother you ''that'' much if you're taking such big risks.  
* Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the {{Evil|No Dashii}} and {{Evil|Vortox}}. However, you will also detect character abilities not working as intended due to the {{Good|Sweetheart}} after death, or the {{Good|Philosopher}} duplicating an in-play character, and a poisoned {{Good|Snake Charmer}} trying to use their ability on the Demon, but nothing happening.


* Don't tell anyone you're the Snake Charmer unless you are sure that you are not going to be the demon. Even when playing carefully, there's always the chance you will flip to evil with one unlucky pick. The demon you just stole from is now good and has a large incentive to reveal what happened to them - if anyone knows you are the Snake Charmer when the demon claims to have turned good, you are going to be in trouble. Try to avoid revealing until you're dead, OR when you're no longer choosing new players each night.
* Beware of the {{Evil|Vortox}}! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a {{Evil|Vortox}} is in town.


* Remember that every player you pick who doesn't swap you is ''not'' the demon! You are more accurate than a {{Good|Fortune Teller}} when it comes to detecting demons... providing you can get the good team to trust you.  
* Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.


* If you stay good, come out with your information eventually - sitting on your information all game will only hurt the good team! If you have become evil... don't admit to being the Snake Charmer, and instead come up with a different bluff on the fly.
* Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.


* Becoming the demon unexpectedly can be a shock, so try and be ready for the possibility at any time. Have a bluff ready, or if worst comes to worst, just claim that ''you'' were the demon and were just snake charmed. Get in fast and aggressive enough, and the poor demon you just suckered out of their ability will be scrambling to catch up and prove you as the evil one.
* If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.


* So you were the demon, and you've just become the Snake Charmer? Never fret - you're playing for the good team now, and a path to victory is still clear. You have a few options - reveal your new alignment, snitch on your minions, and start a demon hunt with all of your evil knowledge...  or say nothing for a few days. This way, your minions will still trust you and you can use their powers to hunt out and undermine the new demon. Secretly telling one or two good players in the meantime can also grant you allies in your stealthy demon hunt.
* Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a {{Good|Flowergirl}} or a {{Good|Juggler}} you're also just not as much of a threat.
</div>
</div>


Line 111: Line 107:


<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 Snake Charmer ==
== Bluffing as the Mathematician ==
 
When bluffing as the Mathematician, there are a few things you should keep in mind:


When bluffing as the Snake Charmer, there are a few things you should keep in mind:
* Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.


* Wait a few days before revealing that you are the Snake Charmer. Either stay silent, or bluff as a different good character. This is the kind of thing a real Snake Charmer would do.
* Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.


* Prepare your information ahead of time. Once you tell the group that you are the Snake Charmer, they will want to know who you have been picking each night. Remember that the Snake Charmer acts on the first night. If you have this information ready to tell the group, they are more likely to believe you.
* Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.


* When you reveal which players you have been choosing of a night time, leave at least a few chosen players "unchosen". If you tell the group that you have chosen all players except 1, then that player must definitely be the Demon - and when they are executed and the game continues, the group will know that you lied. However, if good believes that 3 players are possibly the Demon, any one of them can be executed and have the game continue without you looking suspicious.
* Switch your information up when an obvious change would indicate that it should. For example, if a {{Good|Sweetheart}} dies, or if a {{Good|Philosopher}} becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the {{Good|Sweetheart}} and {{Good|Philosopher}} are also telling the truth.


* Build trust with good players you've pretended to have checked. Players usually trust players that trust them. Claiming that a particular player is definitely not the Demon, makes that player much more likely to feel like you are on their side.
* If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a {{Evil|Vortox}} is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a {{Evil|Fang Gu}} is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.


* Claim to have chosen evil players of a night time. If the good team believes you are the Snake Charmer, they will believe that any players you have chosen are not the Demon, and keep them alive too.
* If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a {{Evil|Vigormortis}} is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a {{Evil|No Dashii}} is in play instead.


* If you are the Demon, you can claim to have been turned good by the Snake Charmer! This is risky, as any former Demon is likely to be executed "just in case", but can work if you do it later in the game. You can plan all along to bluff this way, or keep it as a backup bluff to use use just in case things look dicey. If you were actually turned good by the Snake Charmer, then the original Snake Charmer would now be the evil Demon, so would be bluffing as a different character - this means that you can claim to be the Demon-turned-good safely. If you do, however, be prepared to tell the group who your Minions were. The good team will want to know who the Minions are, and you can feed them correct or false information, as you prefer.
* As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming too be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.


* If you are a Minion, you can claim to have been the Demon that has been turned good by the Snake Charmer! Crazy! If you do this, the good team will want to know who your Minions are, and you will have a difficult decision to make. Will you tell them that player(s) other than your Demon are Minions? Do this if you expect that the good team will want to execute Minions. Will you tell them that your Demon is actually a Minion? Do this if you expect the good team will keep Minions alive, and instead put their efforts into executing the Demon.
* If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.
</div>
</div>



Revision as of 16:52, 23 March 2023

Icon mathematician.png Information

Type Townsfolk
Artist John Grist

"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."

The Mathematician knows how many things have gone wrong since dawn today.

  • When an ability does not work in the intended way due to another character’s interference, the Mathematician will learn that it happened. They’ll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn’t, due to another character.
  • The Mathematician does not learn which players this happened to, only how many times it happened.
  • The Mathematician does not detect their own ability failing.
  • The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players’ abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp’s attack, would each be detected. The poisoned Empath getting true information would not.

How to Run

Each time a character’s ability works abnormally due to another character’s ability, mark them with an ABNORMAL reminder.

Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with ABNORMAL reminders. Put the Mathematician to sleep. Remove all ABNORMAL reminders.

Examples

The poisoned Oracle learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.

The poisoned Snake Charmer chooses a Townsfolk player, and nothing happens. The drunk Juggler gets correct information. The Savant learns two pieces of true information. Later that night, the Mathematician learns a "1" because the Snake Charmer and Juggler's abilities worked as normal, whilst one of the Savant's facts was true when it should have been false.

A Vortox is in play. Five good players got false information. The Witch is drunk, and when their cursed player nominated, nothing happened. Even though six abilities malfunctioned, the Mathematician learns a "4" due to the Vortox's ability.

Tips & Tricks

  • Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the Clockmaker, Flowergirl, Seamstress and Oracle (among others) will need your help making sure their information should be acted upon!
  • Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the Sweetheart, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a Pit-Hag just created a No Dashii.
  • Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the No Dashii and Vortox. However, you will also detect character abilities not working as intended due to the Sweetheart after death, or the Philosopher duplicating an in-play character, and a poisoned Snake Charmer trying to use their ability on the Demon, but nothing happening.
  • Beware of the Vortox! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a Vortox is in town.
  • Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.
  • Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.
  • If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.
  • Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a Flowergirl or a Juggler you're also just not as much of a threat.

Bluffing as the Mathematician

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

  • Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.
  • Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.
  • Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.
  • Switch your information up when an obvious change would indicate that it should. For example, if a Sweetheart dies, or if a Philosopher becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the Sweetheart and Philosopher are also telling the truth.
  • If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a Vortox is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a Fang Gu is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.
  • If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a Vigormortis is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a No Dashii is in play instead.
  • As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming too be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.
  • If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.