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Drunk and Politician: Difference between pages

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[[File:icon_drunk.png|250px]]
[[File:icon_politician.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"This is all perfectly *burp* logical. I know that Miss Dearheart is a Fortune Teller. Mrs Dearheart swears that Jenkins here is her Butler. It's simple *hic* deduction."</p>
<p class='flavour'>"I'm glad you asked that question. Truly, I am. But I think the REAL question here is..."</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/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."
"If you were the player most responsible for your team losing, you change alignment & win, even if dead."


The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.
The Politician changes teams if they are losing.
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== How to Run ==
== How to Run ==
When the game ends, consider the influence the Politician had on the specific result of which team won. If the Politician was the major dominant force in making the opposing team win, they change alignment and win with that team. In all other situations, the Politician stays the same alignment and wins/loses accordingly.
Note that the Politician only changes alignment right at the end of the game, so even if they’re playing for evil, they still register as good for any alignment-checking abilities.
If the Politician is drunk/poisoned during the game it doesn’t matter, except if the game ends during that time. If so, they cannot change alignment in order to win, regardless of how significant their efforts for the opposing team might have been.
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<div class='example'>
<div class='example'>
The Drunk, who thinks they are the {{Good|Soldier}}, is attacked by the {{Evil|Imp}}. The Drunk dies.  
The Politician has been trying to execute the Demon all game, without success. With just three players alive, the Politician convinces the group to not execute, since someone is claiming to be the {{Good|Mayor}}. There is no execution, and evil wins because a Minion was bluffing as the {{Good|Mayor}}. The Politician wins too.
</div>
</div>


<div class='example'>
<div class='example'>
The Drunk, who thinks they are the {{Good|Empath}}, wakes and learns a "0,” even though they are sitting next to one evil player. The next night, they learn a "1.".
On the final day, the Politician votes for the {{Good|Empath}}, and tells the group that the {{Good|Empath}} is evil. The {{Good|Saint}} is executed instead. The Storyteller judges that the good team lost due to their own actions as a group, not just the bad advice of the Politician. Good loses, and the Politician loses.
</div>
</div>


<div class='example'>
<div class='example'>
The Drunk, who thinks they are the {{Good|Ravenkeeper}}, is killed at night. They choose the {{Good|Saint}}, but learn that this player is the {{Evil|Poisoner}}.
The Politician, believing that evil is winning, bluffs as the {{Good|Atheist}}. The Storyteller is executed. Evil wins, and the Politician wins too.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Fortune Teller}} is executed. That night, the Drunk, who thinks they are {{Good|Undertaker}}, learns that the Drunk died today.
On the final day, the Politician ties the vote, forcing no execution to occur. That night, the Demon kills a player, making evil win. The Politician wins too.
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== Tips & Tricks ==
== Tips & Tricks ==


* The Drunk will never know that they are the Drunk - they will start the game with a Townsfolk token and behave as that Townsfolk normally while receiving bad information. Figuring out if you are the Drunk can only be discovered via gameplay; be looking for tells like information you receive being demonstrably false, or your ability failing (e.g. A {{Good|Soldier}} dying at night).
* Come out with a bluff on day 1, and then stick with it. Don’t deviate from your claim, don’t change up your story, remain a consistent, static source of false information, and an unfailing obstacle to the good team’s ability to piece together the truth. Claim to be an {{Good|Artist}} who learned that {{Evil|Legion}} is in play, and force the good team to take that into account.


* Figuring out if a Drunk is in play is important - this will allow Townsfolk to know whether or not they should be scrutinizing their information. The most obvious tell that a Drunk may be in the town is if there are more or fewer Outsiders than you expected (if more, there might be a {{Evil|Baron}} who has let a Drunk into town).  
* Bluff as extreme and ridiculous as you can! The more outlandish your bluff, the more chance that you will be the player most responsible for the loss, should the good team believe it! Pretend to be the {{Good|Atheist}}! Pretend a {{Good|Saint}} is your {{Evil|Evil Twin}}! Claim that you were Snakecharmed, then turned into the {{Good|Klutz}}! Dominate the game with your crazy schemes and spread as much misinformation as possible. If the good team believes you, you can lock in a win for the evil team. Even if they don’t, the havoc you have bring may be enough to lose the game for the good team anyway.


* If you suspect a Drunk is in play, it is important to determine which of the Townsfolk it is as soon as possible. There can only be one Drunk in play, so knowing who it is will allow you to treat their information skeptically, but it will also mean that all other Townsfolk can probably trust what they know to be true and reliable.
* Bluff quietly and well. Do everything you can to make sure no one suspects you are the Politician, then feed in a crucial piece of misinformation at the last possible second. Come out with a piece of false {{Good|Seamstress}} information on the final day that frames a good player as evil, and clinch the win.


* Differentiating the effects of a Drunk from a {{Evil|Poisoner}} can be difficult, but crucial. If only one person seems to be receiving false information, they might be the Drunk. If multiple people are receiveing sporadically good and bad information, that's probably the work of a dastardly {{Evil|Poisoner}}. Try to extrapolate from the case where either one is true, and see what inferences you can draw from that. Perhaps a Drunk being in play means that the {{Good|Butler}} is lying? Or if there's a {{Evil|Poisoner}} in a game with only one Minion, you know that nobody who's been executed could have been the {{Evil|Imp}}.
* Make up some false information, and go hard after a specific player. Pretend to be an {{Good|Investigator}}, a {{Good|Fortune Teller}}, a {{Good|Bounty Hunter}}, and set up another player as evil. If they’re good, this can be the deciding factor that clinches a win for the evil team. If you accidentally get the Demon killed, well, you win anyway.


* Characters like the {{Good|Undertaker}} and {{Good|Ravenkeeper}} will see the Drunk character when checking that player. You do not register as a Townsfolk - you just think you are! This is also true for characters like the {{Good|Virgin}} - a Drunk cannot activate them because they are not really a Townsfolk, they're an Outsider.
* Pay attention to character win or lose conditions. Then try and trigger them. If you can engineer the execution of a {{Evil|Goblin}}, or a good Twin, or a second good player in a {{Evil|Leviathan}} game, your victory is all but assured.  


* If you have figured out you are the Drunk, try to reverse engineer what you know. For example, if you thought you were the {{Good|Empath}} and have been getting a read of '0', you should be suspicious that you have at least one evil neighbour after all. Or, if you thought you were an {{Good|Investigator}}, you can probably assume that neither of the two players you saw were Minions!
* Make sure the Storyteller sees your efforts. Being a minor contributor to the good team’s downfall isn’t going to cut it. Make sure the Storyteller is aware that you are the player most responsible for your team losing.


* Remember that the Drunk receives ''unreliable'' information, not false information. In the majority of cases, the information you receive will be wrong, but sometimes the Storyteller may tell you something that is true. This can happen when the alternative would definitely reveal you are the Drunk (e.g. The Drunk {{Good|Ravenkeeper}} choosing themselves will be shown the {{Good|Ravenkeeper}}).
* Don’t rock the boat on the Outsider count. If there should only be one Outsider in play, and someone else is claiming to be the {{Good|Recluse}}, don’t challenge them. Remain hidden, and leave the good team in the dark – that single piece of misinformation about the Outsider count could be enough to win the day.


* Keep in mind that characters like the {{Good|Slayer}}, {{Good|Monk}} and {{Good|Mayor}} cannot impact the game with their ability when they are actually the Drunk. For example, a {{Good|Slayer}} will not kill a good player instead of the Demon; their shot will always fail.
* If good seems like they are on track to win, come out. Remember, you can win with the good team too. The information you can provide – which evil players are going along with your evil schemes, who has reacted to you double-claiming their characters, that you are an Outsider - could be the piece needed to win the game.
 
* Try and catch characters who detect alignment (but not character) in your schemes. Convince a {{Good|Seamstress}} to check you against a confirmed good player, or a {{Good|Moonchild}} to choose you after they die. Remember, you register as good – having you confirmed in their eyes can lead a lot of credence to your devious claims.
 
* Have characters with powerful, single-use abilities expend them on you. Convince a {{Good|Slayer}} to shoot you, nominate a {{Good|Virgin}}, or convince a {{Good|Professor}} to try and resurrect you. Make them use up their powerful abilities on a Politician, and undermine their efforts to gather information and make progress.
 
* Tie the vote on the final day. Even if you are dead. This is MEAN, but it works! If the good team doesn't execute on the final day, and then the Demon kills that night, evil will win. To win as the Politician using this method, you will need to be the player that cast the crucial vote - if the good team accidentally tied the vote, you will lose too. Your ability says "If you were the player MOST responsible..."
 
* Don't nominate at all on the final day if you think the other alive players are all evil. This will prevent the Demon from being nominated at all.  
 
* If a Politician is on the script and you are not the Politician, be very careful who you trust. The Politician may be in play, throwing all manner of spanners in the works, yet registering as a good player. Just because someone appears good to a character like the {{Good|Seamstress}}, {{Good|Empath}} or {{Good|Noble}}, doesn't mean that you can trust them. Even if you are certain that nobody is drunk or poisoned.  
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== Bluffing as the Drunk ==
== Bluffing as the Politician ==
 
When bluffing as the Drunk, there are a few things you should keep in mind:
 
* You would not know that you are the Drunk at first. You would receive a Townsfolk character. The Storyteller would treat you as if you were that Townsfolk; check the relevant 'bluffing as' section to see how that character would wake (or not!)
 
* The Drunk is the only good character that you can claim to be without another good character calling you out for claiming the same character as them.


* Bluff as a character that gains information more passively, such as the {{Good|Fortune Teller}}, {{Good|Investigator}}, {{Good|Empath}}, {{Good|Washerwoman}}, {{Good|Undertaker}} or {{Good|Librarian}} and give deliberately and obviously false information. If your information is ridiculous (like claiming one of two players is the {{Good|Saint}} whilst neither is claiming to be the {{Good|Saint}}), you look obviously the Drunk.
When bluffing as the Politician, there are a few things you should keep in mind:


* Bluff as a character that has a power that can fail, then when your fake ability fails, act surprised, and put forward the possibility that you are the Drunk. For example, bluff as the {{Good|Monk}}, and claim the player you protected died anyway. Bluff as the {{Good|Soldier}} and kill yourself of a night time, or get the Demon to kill you. Bluff as the {{Good|Slayer}} or nominate the {{Good|Virgin}}, and act surprised when these character abilities have no visible effect.
* It can be a lot of fun to tease the player group, by hinting that you are the Politician without outright coming out as the Politician. By being so over-the-top, you might make other players second guess themselves. Plus, it’s just awesome being outrageous. Then maybe hint that you're the {{Evil|Goblin}} if it's on the script and make them triple doubt themselves.  


* Insinuate a Drunk is in play, and lead the group on a hunt to find out who it is. This will distract them from the main goal of finding the Demon, and will make them distrust their own good team.
* If you’re on the chopping block as an evil player, claim that you’re the Politician as a way to explain away your shady or evil actions. Promise to be good if they keep you alive. And then continue to hold this threat over their heads if they don't. However, using the Politician as a back up bluff can still backfire as people might want to execute you to reduce your voting and nominating ability.  


* Insinuate that a particular player is drunk. This is especially helpful if they have a damning case against your team, such as a {{Good|Undertaker}} claiming that your dead {{Evil|Poisoner}} is indeed the dead {{Evil|Poisoner}}.
* If you think good is winning, claim that you’re the Politician just to throw a massive spanner into the works. Suddenly there’s a potentially extra evil vote in play, which the group has to take into account and it puts a lot more pressure on controlling the vote.  


* Convincing the group that a Drunk is in play, or that a particular player is the Drunk, is MUCH easier to achieve if the number of people publicly claiming to be Outsiders supports your story. For example, if you are saying that the {{Good|Virgin}} is drunk, and there is supposed to be just the one Outsider in play, but the real {{Good|Saint}} has revealed who they are, then the only way for the {{Good|Virgin}} to be the Drunk is if the {{Good|Saint}} is lying. If you bluff as an Outsider, or if a fellow evil player bluffs as an Outsider, then it is much easier to convince the good team that a Drunk is in play, because the extra Outsiders make it look like a {{Evil|Baron}} is in the game, which would add two extra Outsiders.
* Tell a few people discreetly that you’re the Politician, so that your shady and evil actions seem much more plausible later on. Afterwards, shamelessly nominate the {{Good|Saint}} and try to get them executed, or try to get the wrong twin from the {{Evil|Evil Twin}} pair executed.  


* If you want a fellow evil player to back up your bluff as the Drunk, get them to claim to be the {{Good|Librarian}}. The {{Good|Ravenkeeper}} and {{Good|Undertaker}} work well too, but one of you will have to die for that to work.
* Tell one or two players that you’re secretly a Politician, and suggest that they can make it worth your while not to undermine the good team. Use the threat of you possibly turning evil as a way to get the good team to do your own dirty work. Nothing more fun than a cat’s paw. Direct which players the {{Good|Lycanthrope}} chooses at night, get the good team to rat out the {{Good|Poppy Grower}}.


* If you intend to bluff as the Drunk later in the game, and you believe you can succeed, initially give opposite information to what you want the good team to believe. If you are claiming to be the {{Good|Empath}} for example, and later in the game you want to execute your good neighbours, then initially tell the group that both your neighbours are good - if later on, the group comes to believe that you are the Drunk, then they will assume that at least one of your neighbours is evil and execute them both.
* Bluff as the Politician when there is already a Politician claim! This creates a lot of chaos and noise as players don’t know which player to believe. Best of all, you can lean into this nonsense by upping the stakes and gunning for the most evil action.


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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Outsider]]
[[Category:Outsiders]]

Revision as of 17:58, 24 March 2023

Icon politician.png Information

Type Outsider

"I'm glad you asked that question. Truly, I am. But I think the REAL question here is..."

Summary

"If you were the player most responsible for your team losing, you change alignment & win, even if dead."

The Politician changes teams if they are losing.

How to Run

When the game ends, consider the influence the Politician had on the specific result of which team won. If the Politician was the major dominant force in making the opposing team win, they change alignment and win with that team. In all other situations, the Politician stays the same alignment and wins/loses accordingly.

Note that the Politician only changes alignment right at the end of the game, so even if they’re playing for evil, they still register as good for any alignment-checking abilities.

If the Politician is drunk/poisoned during the game it doesn’t matter, except if the game ends during that time. If so, they cannot change alignment in order to win, regardless of how significant their efforts for the opposing team might have been.

Examples

The Politician has been trying to execute the Demon all game, without success. With just three players alive, the Politician convinces the group to not execute, since someone is claiming to be the Mayor. There is no execution, and evil wins because a Minion was bluffing as the Mayor. The Politician wins too.

On the final day, the Politician votes for the Empath, and tells the group that the Empath is evil. The Saint is executed instead. The Storyteller judges that the good team lost due to their own actions as a group, not just the bad advice of the Politician. Good loses, and the Politician loses.

The Politician, believing that evil is winning, bluffs as the Atheist. The Storyteller is executed. Evil wins, and the Politician wins too.

On the final day, the Politician ties the vote, forcing no execution to occur. That night, the Demon kills a player, making evil win. The Politician wins too.

Tips & Tricks

  • Come out with a bluff on day 1, and then stick with it. Don’t deviate from your claim, don’t change up your story, remain a consistent, static source of false information, and an unfailing obstacle to the good team’s ability to piece together the truth. Claim to be an Artist who learned that Legion is in play, and force the good team to take that into account.
  • Bluff as extreme and ridiculous as you can! The more outlandish your bluff, the more chance that you will be the player most responsible for the loss, should the good team believe it! Pretend to be the Atheist! Pretend a Saint is your Evil Twin! Claim that you were Snakecharmed, then turned into the Klutz! Dominate the game with your crazy schemes and spread as much misinformation as possible. If the good team believes you, you can lock in a win for the evil team. Even if they don’t, the havoc you have bring may be enough to lose the game for the good team anyway.
  • Bluff quietly and well. Do everything you can to make sure no one suspects you are the Politician, then feed in a crucial piece of misinformation at the last possible second. Come out with a piece of false Seamstress information on the final day that frames a good player as evil, and clinch the win.
  • Make up some false information, and go hard after a specific player. Pretend to be an Investigator, a Fortune Teller, a Bounty Hunter, and set up another player as evil. If they’re good, this can be the deciding factor that clinches a win for the evil team. If you accidentally get the Demon killed, well, you win anyway.
  • Pay attention to character win or lose conditions. Then try and trigger them. If you can engineer the execution of a Goblin, or a good Twin, or a second good player in a Leviathan game, your victory is all but assured.
  • Make sure the Storyteller sees your efforts. Being a minor contributor to the good team’s downfall isn’t going to cut it. Make sure the Storyteller is aware that you are the player most responsible for your team losing.
  • Don’t rock the boat on the Outsider count. If there should only be one Outsider in play, and someone else is claiming to be the Recluse, don’t challenge them. Remain hidden, and leave the good team in the dark – that single piece of misinformation about the Outsider count could be enough to win the day.
  • If good seems like they are on track to win, come out. Remember, you can win with the good team too. The information you can provide – which evil players are going along with your evil schemes, who has reacted to you double-claiming their characters, that you are an Outsider - could be the piece needed to win the game.
  • Try and catch characters who detect alignment (but not character) in your schemes. Convince a Seamstress to check you against a confirmed good player, or a Moonchild to choose you after they die. Remember, you register as good – having you confirmed in their eyes can lead a lot of credence to your devious claims.
  • Have characters with powerful, single-use abilities expend them on you. Convince a Slayer to shoot you, nominate a Virgin, or convince a Professor to try and resurrect you. Make them use up their powerful abilities on a Politician, and undermine their efforts to gather information and make progress.
  • Tie the vote on the final day. Even if you are dead. This is MEAN, but it works! If the good team doesn't execute on the final day, and then the Demon kills that night, evil will win. To win as the Politician using this method, you will need to be the player that cast the crucial vote - if the good team accidentally tied the vote, you will lose too. Your ability says "If you were the player MOST responsible..."
  • Don't nominate at all on the final day if you think the other alive players are all evil. This will prevent the Demon from being nominated at all.
  • If a Politician is on the script and you are not the Politician, be very careful who you trust. The Politician may be in play, throwing all manner of spanners in the works, yet registering as a good player. Just because someone appears good to a character like the Seamstress, Empath or Noble, doesn't mean that you can trust them. Even if you are certain that nobody is drunk or poisoned.

Bluffing as the Politician

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

  • It can be a lot of fun to tease the player group, by hinting that you are the Politician without outright coming out as the Politician. By being so over-the-top, you might make other players second guess themselves. Plus, it’s just awesome being outrageous. Then maybe hint that you're the Goblin if it's on the script and make them triple doubt themselves.
  • If you’re on the chopping block as an evil player, claim that you’re the Politician as a way to explain away your shady or evil actions. Promise to be good if they keep you alive. And then continue to hold this threat over their heads if they don't. However, using the Politician as a back up bluff can still backfire as people might want to execute you to reduce your voting and nominating ability.
  • If you think good is winning, claim that you’re the Politician just to throw a massive spanner into the works. Suddenly there’s a potentially extra evil vote in play, which the group has to take into account and it puts a lot more pressure on controlling the vote.
  • Tell a few people discreetly that you’re the Politician, so that your shady and evil actions seem much more plausible later on. Afterwards, shamelessly nominate the Saint and try to get them executed, or try to get the wrong twin from the Evil Twin pair executed.
  • Tell one or two players that you’re secretly a Politician, and suggest that they can make it worth your while not to undermine the good team. Use the threat of you possibly turning evil as a way to get the good team to do your own dirty work. Nothing more fun than a cat’s paw. Direct which players the Lycanthrope chooses at night, get the good team to rat out the Poppy Grower.
  • Bluff as the Politician when there is already a Politician claim! This creates a lot of chaos and noise as players don’t know which player to believe. Best of all, you can lean into this nonsense by upping the stakes and gunning for the most evil action.