Actions

Mathematician and Flowergirl: 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_mathematician.png|250px]]
[[File:icon_flowergirl.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>John Grist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"Yesterday's violets have withered and died, but today my poppies bloom."</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/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 style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/25712874/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-0-25%2F074ace96-1cf2-19b2-fb7e-01e17929830a.mp3">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, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."
"Each night*, you learn if a Demon voted today."


The Mathematician knows how many things have gone wrong since dawn today.
The Flowergirl knows if the Demon voted or not.
* 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.
* A Demon’s vote counts whether or not the nominee was executed.
* The Mathematician does not learn which players this happened to, only how many times it happened.
* The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller.
* The Mathematician does not detect their own ability failing.  
* If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon.
* 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.
* If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.
</div>
</div>


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


Each time a character’s ability works abnormally due to another character’s ability, mark them with an '''ABNORMAL''' reminder.  
Each dawn, mark the Flowergirl with the '''DEMON NOT VOTED''' reminder, and remove the '''DEMON VOTED''' reminder, if any.  


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.
Each day, if the Demon votes for any execution, replace the '''DEMON NOT VOTED''' reminder with the '''DEMON VOTED''' reminder.
 
Each night except the first, wake the Flowergirl. If the Flowergirl is marked '''DEMON NOT VOTED''', shake your head no. If the Flowergirl is marked '''DEMON VOTED''', nod your head yes.
Then, put the Flowergirl to sleep.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If you forget whether the Demon voted or not, wake the Demon at night and ask by showing them the <span style='font-style: normal'>'''DID YOU VOTE TODAY?'''</span> info token. They must answer honestly, then go to sleep.
</div>
</div>
</div>


Line 65: Line 72:


<div class='example'>
<div class='example'>
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.”.  
There was one nomination today. Lots of players voted, the player was executed, but the Demon did not vote. That night, the Flowergirl learns that the Demon did not vote today.  
</div>
</div>


<div class='example'>
<div class='example'>
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.
There were three nominations today. The Demon voted during the second nomination. Nobody was executed. That night, the Flowergirl learns that the Demon voted today.
</div>
</div>


<div class='example'>
<div class='example'>
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.
There were no nominations today. A Traveller was exiled, and all players raised their hand to support the exile. That night, the Flowergirl learns that the Demon did not vote today. (Exiles are never affected by abilities.)
</div>
</div>


Line 85: Line 92:
== Tips & Tricks ==
== 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 {{Good|Clockmaker}}, {{Good|Flowergirl}}, {{Good|Seamstress}} and {{Good|Oracle}} (among others) will need your help making sure their information should be acted upon!
* Pay attention! You need to keep track of who votes each day, or your information isn't going to be very helpful. Evil players can and will lie about whether they voted or not, so you can't rely on polling the group about who voted if you forget, either. Your information narrows the demon's location down every time you receive it, so make sure it's useful.
 
* 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}}.
 
* 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.


* 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.
* Keep an eye on who ''doesn't'' vote as much the players who do. Evil players are less likely to want to vote and draw your attention, but if you get a number of players voting and get a 'no', then you know that the demon is among those who didn't that day. Also keep an eye out for players jumping on a bandwagon of a large voting majority - this could be the demon trying to disguise themselves among the large number of players, limiting your information.


* 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.
* For an execution, only half the living player's votes are required. If an execution is happening, try to convince the group to limit their votes to only what is required. This will allow you to make a clean divide between two sets of players - if you receive a "yes", then you know the demon is among those asked to vote today. If "no", you know that the demon is among those who didn't. Controlling voting in this way makes it easier to narrow down where the demon is, BUT be aware that it will likely get you targeted and killed much more quickly than staying quiet and observing the votes naturally.


* 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.
* Your power allows you to detect the demon, so you are an extremely high value target for the evil team to undermine and kill early. Try and form an alliance with another player you think is good and let them do the talking for you. In particular, characters like the {{Good|Sage}} (who want the demon to target them) will be eager to take on your role and draw the demon's ire while you continue to collect information in the background. This can also protect you from being targeted by the {{Evil|Witch}}, {{Evil|Cerenovus}}, and {{Evil|Pit Hag}}, all of who can disrupt you.


* 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.
* You share a special synergy with the {{Good|Town Crier}}, as both of you are invested in nominations and executions. While you are keeping track of who voted, also pay special consideration to who nominates. Not only can this help out your fellow good player, but if you are controlling votes for the sake of your information, it doesn't cost you anything to give them a little extra to work with.


* 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.
* You can detect if a {{Evil|Vortox}} is play under rare circumstances. If all players vote, and you learn that Demon did not vote, then either a {{Evil|Vortox}} is in play (which is extremely helpful information to know), or you are drunk/poisoned (which is also very useful for the town to know!)
</div>
</div>


Line 107: Line 110:


<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 Mathematician ==
== Bluffing as the Flowergirl ==


When bluffing as the Mathematician, there are a few things you should keep in mind:
When bluffing as the Flowergirl, 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.
* The information that you give each day will narrow down the possible Demon. If, on the second day, you say that one of five people is the Demon, this number may be down to 3 the next day. Do not implicate your fellow evil players if possible. Pay attention to who voted and who didn't, and get good players killed.


* 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.
* Or, if you do implicate evil players this way, do what you can to look as evil as possible yourself. Smile when you lie. Accuse trusted players of being evil. Misremember your character. If you look evil, the players that the good team believes you are trying to kill will look good. If one of these players is the Demon, you have done well.


* 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.
* You can direct the good team to vote in a particular way. If you suggest which players should or shouldn't vote, you can give more damning information the following day. However, since the Demon would usually kill a real Flowergirl that acted in this way, the good team will probably be wondering why you are still alive after a few days of this.


* 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.
* If you are a Minion, get the Demon to kill you of a night time. Players that die this way are usually more trusted than those that die by execution.  


* 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.
* Stay silent for a few days before revealing that you are the Flowergirl. Real Flowergirl's usually do this, so it makes you look more legitimate. Or, bluff as a character that doesn't disrupt the game too much for a few days, such as the {{Good|Sage}} or the {{Good|Sweetheart}}, then reveal that you are the Flowergirl later on.


* 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.
* The Flowergirl is a great backup bluff, in case your first bluff falls flat. For example, you can cause a lot of chaos by bluffing as the {{Good|Juggler}} or the {{Good|Seamstress}}, then later in the game, claiming that you are actually the Flowergirl, and those previous characters were just bluffs you used to trick the Demon into keeping you alive.


* 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.
* Act confused. The Flowergirl is a confusing character at times. There can be a lot of different players voting, and even real Flowergirls make mistakes remembering who did and who didn't, especially for several days at a time. Telling the group that you are the Flowergirl, but that you can't quite remember or can't quite figure out who the Demon is, is perfectly fine. Even giving deliberately contradictory information from day to day will often not be suspect.


* 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.
*Flowergirls can detect if a {{Evil|Vortox}} is in play under rare circumstances. If a {{Evil|Vortox}} is in play, and you think that the good team is figuring out that a {{Evil|Vortox}} is in play, give accurate information on when the {{Evil|Vortox}} voted, so that the good players will reverse this information.
</div>
</div>



Revision as of 16:54, 23 March 2023

Icon flowergirl.png Information

Type Townsfolk
Artist Aiden Roberts

"Yesterday's violets have withered and died, but today my poppies bloom."

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 if a Demon voted today."

The Flowergirl knows if the Demon voted or not.

  • A Demon’s vote counts whether or not the nominee was executed.
  • The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller.
  • If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon.
  • If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.

How to Run

Each dawn, mark the Flowergirl with the DEMON NOT VOTED reminder, and remove the DEMON VOTED reminder, if any.

Each day, if the Demon votes for any execution, replace the DEMON NOT VOTED reminder with the DEMON VOTED reminder.

Each night except the first, wake the Flowergirl. If the Flowergirl is marked DEMON NOT VOTED, shake your head no. If the Flowergirl is marked DEMON VOTED, nod your head yes. Then, put the Flowergirl to sleep.

If you forget whether the Demon voted or not, wake the Demon at night and ask by showing them the DID YOU VOTE TODAY? info token. They must answer honestly, then go to sleep.

Examples

There was one nomination today. Lots of players voted, the player was executed, but the Demon did not vote. That night, the Flowergirl learns that the Demon did not vote today.

There were three nominations today. The Demon voted during the second nomination. Nobody was executed. That night, the Flowergirl learns that the Demon voted today.

There were no nominations today. A Traveller was exiled, and all players raised their hand to support the exile. That night, the Flowergirl learns that the Demon did not vote today. (Exiles are never affected by abilities.)

Tips & Tricks

  • Pay attention! You need to keep track of who votes each day, or your information isn't going to be very helpful. Evil players can and will lie about whether they voted or not, so you can't rely on polling the group about who voted if you forget, either. Your information narrows the demon's location down every time you receive it, so make sure it's useful.
  • Keep an eye on who doesn't vote as much the players who do. Evil players are less likely to want to vote and draw your attention, but if you get a number of players voting and get a 'no', then you know that the demon is among those who didn't that day. Also keep an eye out for players jumping on a bandwagon of a large voting majority - this could be the demon trying to disguise themselves among the large number of players, limiting your information.
  • For an execution, only half the living player's votes are required. If an execution is happening, try to convince the group to limit their votes to only what is required. This will allow you to make a clean divide between two sets of players - if you receive a "yes", then you know the demon is among those asked to vote today. If "no", you know that the demon is among those who didn't. Controlling voting in this way makes it easier to narrow down where the demon is, BUT be aware that it will likely get you targeted and killed much more quickly than staying quiet and observing the votes naturally.
  • Your power allows you to detect the demon, so you are an extremely high value target for the evil team to undermine and kill early. Try and form an alliance with another player you think is good and let them do the talking for you. In particular, characters like the Sage (who want the demon to target them) will be eager to take on your role and draw the demon's ire while you continue to collect information in the background. This can also protect you from being targeted by the Witch, Cerenovus, and Pit Hag, all of who can disrupt you.
  • You share a special synergy with the Town Crier, as both of you are invested in nominations and executions. While you are keeping track of who voted, also pay special consideration to who nominates. Not only can this help out your fellow good player, but if you are controlling votes for the sake of your information, it doesn't cost you anything to give them a little extra to work with.
  • You can detect if a Vortox is play under rare circumstances. If all players vote, and you learn that Demon did not vote, then either a Vortox is in play (which is extremely helpful information to know), or you are drunk/poisoned (which is also very useful for the town to know!)

Bluffing as the Flowergirl

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

  • The information that you give each day will narrow down the possible Demon. If, on the second day, you say that one of five people is the Demon, this number may be down to 3 the next day. Do not implicate your fellow evil players if possible. Pay attention to who voted and who didn't, and get good players killed.
  • Or, if you do implicate evil players this way, do what you can to look as evil as possible yourself. Smile when you lie. Accuse trusted players of being evil. Misremember your character. If you look evil, the players that the good team believes you are trying to kill will look good. If one of these players is the Demon, you have done well.
  • You can direct the good team to vote in a particular way. If you suggest which players should or shouldn't vote, you can give more damning information the following day. However, since the Demon would usually kill a real Flowergirl that acted in this way, the good team will probably be wondering why you are still alive after a few days of this.
  • If you are a Minion, get the Demon to kill you of a night time. Players that die this way are usually more trusted than those that die by execution.
  • Stay silent for a few days before revealing that you are the Flowergirl. Real Flowergirl's usually do this, so it makes you look more legitimate. Or, bluff as a character that doesn't disrupt the game too much for a few days, such as the Sage or the Sweetheart, then reveal that you are the Flowergirl later on.
  • The Flowergirl is a great backup bluff, in case your first bluff falls flat. For example, you can cause a lot of chaos by bluffing as the Juggler or the Seamstress, then later in the game, claiming that you are actually the Flowergirl, and those previous characters were just bluffs you used to trick the Demon into keeping you alive.
  • Act confused. The Flowergirl is a confusing character at times. There can be a lot of different players voting, and even real Flowergirls make mistakes remembering who did and who didn't, especially for several days at a time. Telling the group that you are the Flowergirl, but that you can't quite remember or can't quite figure out who the Demon is, is perfectly fine. Even giving deliberately contradictory information from day to day will often not be suspect.
  • Flowergirls can detect if a Vortox is in play under rare circumstances. If a Vortox is in play, and you think that the good team is figuring out that a Vortox is in play, give accurate information on when the Vortox voted, so that the good players will reverse this information.