Actions

Town Crier and Poppy Grower: 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_towncrier.png|250px]]
[[File:icon_poppygrower.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 13: Line 13:
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!"</p>
<p class='flavour'>"In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.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;">Character Showcase</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>oLRnGK78DUI</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/36357196/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-5-29%2F201300987-44100-2-239325c1c46f1.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 31:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, you learn if a Minion nominated today."
"Minions & Demons do not know each other. If you die, they learn who each other are that night."


The Town Crier knows when Minions nominate.
The Poppy Grower prevents the evil players from learning who each other are.
* Each night, the Town Crier learns either a “yes” or a “no”.
* The Demon still learns three not-in-play characters that are safe to bluff as.
* They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.
* If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again.
* If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night.
* An evil Traveller still learns which player is the Demon when that Traveller enters play.
</div>
</div>


Line 49: Line 43:
== How to Run ==
== How to Run ==


Each dawn, mark the Town Crier with the '''MINIONS NOT NOMINATED''' reminder, and remove the '''MINION NOMINATED''' reminder, if any.
During the first night, wake the Demon. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
 
Each day, if any Minion makes a nomination, replace the '''MINIONS NOT NOMINATED''' reminder with the '''MINION NOMINATED''' reminder.


Each night except the first, wake the Town Crier. If the Town Crier is marked '''MINIONS NOT NOMINATED''', shake your head no. If the Town Crier is marked '''MINION NOMINATED''', nod your head yes. Then, put the Town Crier to sleep. Remove the '''MINION NOMINATED''' reminder, if any.
If the Poppy Grower dies, mark them with the '''EVIL WAKES''' reminder. That night, wake the Minions and let them make eye contact. Show the '''THIS IS THE DEMON''' info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the '''THESE ARE YOUR MINIONS''' info token, then point to the Minions. Put the Demon to sleep.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If you forget whether a Minion made a nomination or not, wake each Minion at night and ask by showing them the <span style='font-style: normal'>'''DID YOU NOMINATE TODAY?'''</span> info token. They must answer honestly, then go to sleep.
</div>
</div>
</div>


Line 69: Line 57:


<div class='example'>
<div class='example'>
Today, four players nominated. Two of them were Minions. Many players voted, but there was no execution. That night, the Town Crier learns a “yes.”   
The {{Evil|Imp}}, the {{Evil|Poisoner}} and the {{Evil|Witch}} are in play. On the first night, the {{Evil|Imp}} wakes to learn 3 not-in-play characters, but does not learn which players are the Minions. The {{Evil|Poisoner}} and the {{Evil|Witch}} do not wake to learn who each other are, and do not learn who the Demon is.
</div>
</div>


<div class='example'>
<div class='example'>
A Minion called for the exile of a Traveller, who was exiled. That night, the Town Crier learns a “no.” (Exiles are never affected by character abilities.)
The Poppy Grower is executed, and dies. That night, the {{Evil|Shabaloth}} learns which players are the Minions. The {{Evil|Godfather}} and the {{Evil|Baron}} wake, make eye contact, and learn which player is the {{Evil|Shabaloth}}.
</div>
 
<div class='example'>
The Poppy Grower is the Drunk. On the 1st night, the evil players learn who each other are, as normal. On the fourth night, the Demon kills the Poppy Grower. The Demons and Minions do not wake to learn who each other are again because the Poppy Grower is the Drunk.
</div>
</div>


Line 85: Line 77:
== Tips & Tricks ==
== Tips & Tricks ==


* Pay attention to who is doing the nominating! This seems obvious, but your information only matters if you know who nominated to correspond with the info you get each night. Evil players will definitely lie to you if you rely on the town to remember on your behalf, and there's a lot of info flying around in general which can lead to good players simply forgetting after a few days.
* Keep it secret keep it safe. The Poppy Grower's biggest strength is the paranoia they create by denying the evil team their greatest strength.
 
* Come out ridiculously loudly, because someone boldly claiming to be a Poppy Grower so fiercely is just weird, that it is going to make the evil team second guess who you are. They might leave you alive because it seems like you're a character trying to get killed like the {{Good|Farmer}}. Additionally, the Demon may not wish to ‘confirm’ that you’re the Poppy Grower by killing you.
 
* As the Poppy Grower, you are essentially single-handedly responsible for the evil team's lack of ability to coordinate. Take special notice of any two players who are claiming to be the same character. One of them is possibly a Minion, because they haven’t obtained their bluffs from the Demon.
 
* On the first day, pay attention to who mingles and who keeps quietly to themselves. Minions, being cut off from the rest of their team, will be extra cautious because they will have no information to start with. Specifically, watch for players' body language as they're likely to unconsciously communicate their anxiety and isolation. Be suspicious of those players who are last to reveal their character, as they might be Minions.  


* Get as many nominations as you can, and from different people each day. You become more powerful the more people you detect over the course of the game.  
* You are likely to be seen by the evil team as an important target for death in the night. Be very careful about who you share your role with.


* Unlike the {{Good|Fortune Teller}}, getting a "no" doesn't tell you very much. A "no" might still be a Demon who you very much want to execute. Value your "yes" instead - this tells you that you have definitively got a Minion, and you can work on getting them neutralized or executed.
* Each day, share your role with one new player. If you die at night early in the game, it's a good chance that one of the people you confided with is actually the Demon specifically, and not a Minion, because a Minion would have no easy way of communicating who you are to the Demon. Of course, nothing stops the Minion from revealing you publicly, but at least you're taking a definite Minion down with you.


* Beware the {{Evil|Witch}}! They want nominations as much as you do, since it increases their chance of killing players. Try to guess who the {{Evil|Witch}} may have chosen (e.g. Players who are playing very aggressively or have already nominated a lot), and encourage different players to be the ones to nominate instead.
* As Poppy Grower, you can pretend to be an evil player to deceive evil players into thinking you are too. Go around secretly to various players and let them know you know a Poppy Grower is in play as code that you're an "evil player". They might bite and confide in you.


* If you are faced with an {{Evil|Evil Twin}}, you can get just one of them to nominate and get a read on which one is actually the Minion! Just be sure to combine your information with other Townsfolk and rule out dangers like the {{Evil|Vortox}} or your ability malfunctioning; getting the wrong Twin is a game over!
* If you die, watch for sudden changes of behaviour. The evil team has suddenly gained a lot of information and can coordinate better. This can include:
** Players who previously weren't voting, start voting
** Players who were voting strongly for one player suddenly change their target
** Players who come out shortly after you die (who have likely just received a bluff from the Demon).


* You have a special synergy with the {{Good|Flowergirl}}, who also has a vested interest in nominations and executions. While trying to get nominations, it can also help to pay attention to who is voting and when - it doesn't cost anything extra to help out your fellow good player, and it helps them avoid the risk of coming out to try and curry those votes themselves and exposing themselves to the demon.
* If you don't come out after you die, the evil team knows exactly who you are but the good team does not. This means that the players who are paying you a little bit too much attention might actually be the evil team trying to hide their actions from you.


* If you learn that a particular player is a Minion early in the game, it is best to execute them. If you learn learn that a particular player is a Minion late in the game, then you may want to keep them alive, whilst you execute other players. After all, the aim of the game is to execute the Demon, not Minions.
* If you can manage to arrange being drunk or poisoned when you die, the evil team do not learn who each other are. While this can be incredibly tricky to pull off as there are not many good characters that can make you intentionally drunk, it has a massive payoff.  
 
* Come out on the final day, if you’re still alive.
</div>
</div>


Line 105: Line 108:


<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 Town Crier ==
== Bluffing as the Poppy Grower ==
 
When bluffing as the Poppy Grower, there are a few things you should keep in mind:


When bluffing as the Town Crier, there are a few things you should keep in mind:
* As an evil player, you will know for certain whether there is a Poppy Grower in the game or not. If you learn who your fellow evil players are, there is no Poppy Grower. So, the Poppy Grower can be a safe bluff not only for a Demon who was not shown the Poppy Grower as "not-in-play, but also for the Minions. The Bluff is so safe, that (similar to bluffing as the {{Good|Atheist}}), you may find that other evil players have also claimed to be the Poppy Grower secretly to others, and you have accidentally ended up with several fake Poppy Growers.


* Use your ability to control who nominates, and where those nominations go! The good team will be hungry for your information and the chance to prove they are not a Minion, and you can use this to request people nominate and target certain players. This is especially potent if you have a {{Evil|Witch}}, since you can pressure someone into nominating... and then they die. (Note: They will not be very happy with you if you choose to pull this.)
* When nominated, claiming to be the only thing stopping the evil team from being introduced to one another can be quite a compelling argument for being spared. However... you will need to come up with an explanation as to why you lived through the night.  


* Give contrary information to help your team-mates look good, and good players look evil. If a Minion nominated, say they didn't. If a Minion did not nominate, say they did. Simple.
* You can tell one or two people that you’re the Poppy Grower and make the good team erroneously believe that they are winning the game.


* In the later game, make your fellow Minions look evil by claiming (correctly!) that they are Minions. This makes you look great, because you're outing a dangerous evil player - the good team will be much more likely to trust you. The later you do this, the less chance they have of actually executing your fellow evil player, too.
* Tell no-one that you are the Poppy Grower, get yourself killed by some means, wait until the end of the day, and then announce that particular people who had private conversations today are likely to be evil, since the evil team just found out who each other were.  


* On the final day (or close to it), implicate the Demon as a Minion. If they believe you, the good team will not want to waste a precious execution on them when the "real" Demon is still lurking out there somewhere. Be careful not to do this too early though, or they might just execute them to be on the safe side!
* If the Poppy Grower is in play, bluffing as the Poppy Grower anyway is likely to lure them out. The real Poppy Grower will know you are lying, but at least the Demon knows which player is the Poppy Grower now. The good team may even be hesitant to execute either of you, for fear that the evil team will learn who each other are once the real Poppy Grower dies.


* Have you got an {{Evil|Evil Twin}}? Tell the group that the good Twin registered for your ability! While they'll probably be very cautious to execute, this can be the first step to a smear campaign that could lead you to an unexpected victory.
* Poppy Grower is a great bluff to make after you die. It subtly projects a message that the evil team are about to become much more coordinated than before, and if you’ve already been operating together pretty well, it will make you seem that much more imposing. The good team losing faith in their victory may be the boost you need.  


* Once all Minions are dead, don't accuse good players of being Minions. In Sects & Violets, Minions act in a public way, such as the {{Evil|Pit-Hag}} changing people's characters, or the {{Evil|Witch}} killing people that nominate. If good has an excellent reason to suspect that all Minions are dead due to the lack of visible game effects, then they will look with suspicion at any Town Crier who keeps claiming that a Minion is still alive.
* Poppy Grower games often have a strange vibe to them. Similar to a {{Evil|Legion}} game, the good team can feel that something is subtly wrong. It's hard to pin down but this is mostly due to the evil team struggling to figure out what their plan is a team. Nevertheless, some games just have a weird feeling to them, as if everyone is being too quiet, or nothing really seems to add up. If your game has this feeling, consider switching from your initial bluff to a Poppy Grower bluff, as a way to explain the feeling to the good team. Coming out as the Poppy Grower after a few days of the good team saying "what is going on? This feels different." may elicit feelings of clarity, and relief. Normally, it is wise to choose a character to bluff as and have that bluff influence the game. Sometimes, it can be wise to let the game dictate which bluff is the most appropriate.
</div>
</div>


Line 126: Line 131:
</div>
</div>


[[Category:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 13:58, 24 March 2023

Icon poppygrower.png Information

Type Townsfolk

"In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark."

Character Showcase

Summary

"Minions & Demons do not know each other. If you die, they learn who each other are that night."

The Poppy Grower prevents the evil players from learning who each other are.

  • The Demon still learns three not-in-play characters that are safe to bluff as.
  • If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again.
  • If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night.
  • An evil Traveller still learns which player is the Demon when that Traveller enters play.

How to Run

During the first night, wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.

If the Poppy Grower dies, mark them with the EVIL WAKES reminder. That night, wake the Minions and let them make eye contact. Show the THIS IS THE DEMON info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to the Minions. Put the Demon to sleep.

Examples

The Imp, the Poisoner and the Witch are in play. On the first night, the Imp wakes to learn 3 not-in-play characters, but does not learn which players are the Minions. The Poisoner and the Witch do not wake to learn who each other are, and do not learn who the Demon is.

The Poppy Grower is executed, and dies. That night, the Shabaloth learns which players are the Minions. The Godfather and the Baron wake, make eye contact, and learn which player is the Shabaloth.

The Poppy Grower is the Drunk. On the 1st night, the evil players learn who each other are, as normal. On the fourth night, the Demon kills the Poppy Grower. The Demons and Minions do not wake to learn who each other are again because the Poppy Grower is the Drunk.

Tips & Tricks

  • Keep it secret keep it safe. The Poppy Grower's biggest strength is the paranoia they create by denying the evil team their greatest strength.
  • Come out ridiculously loudly, because someone boldly claiming to be a Poppy Grower so fiercely is just weird, that it is going to make the evil team second guess who you are. They might leave you alive because it seems like you're a character trying to get killed like the Farmer. Additionally, the Demon may not wish to ‘confirm’ that you’re the Poppy Grower by killing you.
  • As the Poppy Grower, you are essentially single-handedly responsible for the evil team's lack of ability to coordinate. Take special notice of any two players who are claiming to be the same character. One of them is possibly a Minion, because they haven’t obtained their bluffs from the Demon.
  • On the first day, pay attention to who mingles and who keeps quietly to themselves. Minions, being cut off from the rest of their team, will be extra cautious because they will have no information to start with. Specifically, watch for players' body language as they're likely to unconsciously communicate their anxiety and isolation. Be suspicious of those players who are last to reveal their character, as they might be Minions.
  • You are likely to be seen by the evil team as an important target for death in the night. Be very careful about who you share your role with.
  • Each day, share your role with one new player. If you die at night early in the game, it's a good chance that one of the people you confided with is actually the Demon specifically, and not a Minion, because a Minion would have no easy way of communicating who you are to the Demon. Of course, nothing stops the Minion from revealing you publicly, but at least you're taking a definite Minion down with you.
  • As Poppy Grower, you can pretend to be an evil player to deceive evil players into thinking you are too. Go around secretly to various players and let them know you know a Poppy Grower is in play as code that you're an "evil player". They might bite and confide in you.
  • If you die, watch for sudden changes of behaviour. The evil team has suddenly gained a lot of information and can coordinate better. This can include:
    • Players who previously weren't voting, start voting
    • Players who were voting strongly for one player suddenly change their target
    • Players who come out shortly after you die (who have likely just received a bluff from the Demon).
  • If you don't come out after you die, the evil team knows exactly who you are but the good team does not. This means that the players who are paying you a little bit too much attention might actually be the evil team trying to hide their actions from you.
  • If you can manage to arrange being drunk or poisoned when you die, the evil team do not learn who each other are. While this can be incredibly tricky to pull off as there are not many good characters that can make you intentionally drunk, it has a massive payoff.
  • Come out on the final day, if you’re still alive.

Bluffing as the Poppy Grower

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

  • As an evil player, you will know for certain whether there is a Poppy Grower in the game or not. If you learn who your fellow evil players are, there is no Poppy Grower. So, the Poppy Grower can be a safe bluff not only for a Demon who was not shown the Poppy Grower as "not-in-play, but also for the Minions. The Bluff is so safe, that (similar to bluffing as the Atheist), you may find that other evil players have also claimed to be the Poppy Grower secretly to others, and you have accidentally ended up with several fake Poppy Growers.
  • When nominated, claiming to be the only thing stopping the evil team from being introduced to one another can be quite a compelling argument for being spared. However... you will need to come up with an explanation as to why you lived through the night.
  • You can tell one or two people that you’re the Poppy Grower and make the good team erroneously believe that they are winning the game.
  • Tell no-one that you are the Poppy Grower, get yourself killed by some means, wait until the end of the day, and then announce that particular people who had private conversations today are likely to be evil, since the evil team just found out who each other were.
  • If the Poppy Grower is in play, bluffing as the Poppy Grower anyway is likely to lure them out. The real Poppy Grower will know you are lying, but at least the Demon knows which player is the Poppy Grower now. The good team may even be hesitant to execute either of you, for fear that the evil team will learn who each other are once the real Poppy Grower dies.
  • Poppy Grower is a great bluff to make after you die. It subtly projects a message that the evil team are about to become much more coordinated than before, and if you’ve already been operating together pretty well, it will make you seem that much more imposing. The good team losing faith in their victory may be the boost you need.
  • Poppy Grower games often have a strange vibe to them. Similar to a Legion game, the good team can feel that something is subtly wrong. It's hard to pin down but this is mostly due to the evil team struggling to figure out what their plan is a team. Nevertheless, some games just have a weird feeling to them, as if everyone is being too quiet, or nothing really seems to add up. If your game has this feeling, consider switching from your initial bluff to a Poppy Grower bluff, as a way to explain the feeling to the good team. Coming out as the Poppy Grower after a few days of the good team saying "what is going on? This feels different." may elicit feelings of clarity, and relief. Normally, it is wise to choose a character to bluff as and have that bluff influence the game. Sometimes, it can be wise to let the game dictate which bluff is the most appropriate.