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Village Idiot and Huntsman: Difference between pages

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[[File:icon_villageidiot.png|250px]]
[[File:icon_huntsman.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
<td>Type</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall</td>
<td>John Grist</td>
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<td>Revealed</td>
<td>15/07/2021</td>
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        <p class='flavour'>”Roses are blue, and violets are red, Please reverse what I just said.</p>
<p class='flavour'>"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>GD9nurStvzM</youtube>


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== Summary ==  
== Summary ==
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"


The Village Idiots are a group that learn players’ alignments.  
The Huntsman saves the {{Good|Damsel}} before the Minions find her... hopefully.
* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
* The Damsel can be in play without the Huntsman. During the setup phase, if the Huntsman is in play and the Damsel isn’t, the Damsel is added. If a Damsel is already in play, the Huntsman doesn’t add a second Damsel.
* There may be one, two, or three Village Idiots in play, irrespective of the number of players.  
* If the Huntsman correctly chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk immediately. The Storyteller chooses which Townsfolk character, and the Damsel learns which one.
* If there is only one Village Idiot in play, they are sober.  
* When the Damsel becomes a Townsfolk, they gain that Townsfolk ability and lose the Damsel ability.
* The drunk Village Idiot may get true information.  
* The Huntsman gets one guess, and makes it at night.
* When Village Idiots are added to the game during setup, they replace other Townsfolk.  
* The Minions get one guess in total, and make it publicly during the day. If a Minion guesses who the Damsel is, evil wins. If a Minion incorrectly guesses who the Damsel is, the guess is used, and other Minions cannot win by correctly guessing the Damsel.
* If a Village Idiot is created mid-game, only one is created.  
* If the Damsel is drunk or poisoned but the Huntsman is sober and healthy, the Damsel can still become a Townsfolk.
* Village Idiots act one at a time, not all together.  
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* If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.  
* If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.  
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== How to Run ==  
== How to Run ==
While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder.
During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.
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While setting up the game, before putting character tokens in
the bag, if the Damsel is not already in play, remove a Townsfolk
character token and add the Damsel character token.


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Each night, wake the Huntsman.


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If they shake their head no, put the Huntsman to sleep.


== Examples ==  
If they point to a player, put the Huntsman to sleep. '''The Huntsman loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet. If they chose the Damsel, wake the Damsel, show the '''YOU ARE''' info token, then a not-in-play Townsfolk token, then put the Damsel to sleep. The Damsel now has this Townsfolk ability, so replace the Damsel character token with this Townsfolk character token.
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Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the {{Evil|Kazali}}. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.  
 
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== Examples ==
 
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The Huntsman is woken on the 1st night, but does not use their ability. On the second night, the Huntsman chooses the {{Good|Damsel}} player. The {{Good|Damsel}} becomes the {{Good|Undertaker}} and learns which player died today.
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Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the {{Good|Heretic}} player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.  
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The Huntsman chooses Lachlan. Lachlan is the {{Good|General}}, so nothing happens. The Huntsman is no longer woken at night.  
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== Tips & Tricks ==
 
* Find the {{Good|Damsel}} ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow ''and'' the {{Good|Damsel}} gets an ability they can use that night.
 
* Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like {{Good|Dreamer}}. Even the {{Good|Undertaker}} can be great for you as confirming that the {{Good|Damsel}} is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!
 
* The {{Good|Damsel}} is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a {{Good|Damsel}}. If a player seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the {{Good|Damsel}} that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability. 
 
* Privately claim to be the {{Good|Damsel}} to other players. This can be useful to flush out the {{Good|Damsel}} and the various Minions. Characters that can prove who they are, like the {{Good|Virgin}} or {{Good|Golem}}, can be great to give you a trusted person to arrange a private meeting as both you and the {{Good|Damsel}} can freely claim your respective characters to this confirmed player.
 
* Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your {{Good|Damsel}}, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your {{Good|Damsel}}. However, be careful as the {{Good|Damsel}} might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.
 
* Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the {{Good|Damsel}} or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the {{Good|Damsel}} for that matter!), they can't hurt your real {{Good|Damsel}} anymore.
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== Bluffing as the Huntsman ==


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


== Tips & Tricks ==
* If you were the Huntsman, a {{Good|Damsel}} would also be in play. At some stage, another evil player is going to need to claim to be the {{Good|Damsel}}, otherwise you are going to look pretty dodgy. Another evil player can come out as the {{Good|Damsel}} after they die. If you claim to be the Huntsman, and another evil player is claiming to be the {{Good|Damsel}}, that's much more trustworthy than having a lonely Huntsman looking suspicious.
* Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
* Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).  
* If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
* Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
* Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.
* Execute the Village Idiot that you think is drunk (in case they are actually evil).
* If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
* Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
* Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.  


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* Pretending to be the Huntsman might flush out a real {{Good|Damsel}}. If you are convincing enough in your "search for the {{Good|Damsel}}" and manage to trick the real {{Good|Damsel}} into revealing who they are, a Minion can guess who the {{Good|Damsel}} is and win the game.


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* The Huntsman can be a useful fallback bluff if your initial bluff falls apart, because the Huntsman is a good character that has reasons not to come out early. If you’re claiming to be the {{Good|Washerwoman}} or the {{Good|Virgin}} and your bluff falls apart, you can then come out as the Huntsman saying you were trying to hide your real character. 


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* If you’re a Minion, you know if the {{Good|Damsel}} is in play or not, and if not, you therefore know the Huntsman is also not in play. It’s then relatively safe for two evil players to tag-team as a Huntsman/{{Good|Damsel}} duo. The only risk is if you tag-team like this, then it’s expected that {{Good|Damsel}} has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the {{Good|Damsel}} to become. Alternatively, you can be the Huntsman and claim that a dead Minion is the {{Good|Damsel}} to make them seem more trustworthy.


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* Claim to be the Huntsman even if this creates a double up. If there is no other Huntsman the {{Good|Damsel}} is more likely to trust you. If there is another Huntsman you’re going to create a dilemma and give the {{Good|Damsel}} terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual Huntsman ability.
== Bluffing as the Village Idiot ==
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* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.  
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.  
* If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team.If the good team is not executing VIs, get the Demon to bluff VI.
* As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath
* Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
* If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the {{Good|Damsel}} or {{Good|Heretic}}.  
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[[Category:Experimental Characters]]  
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Latest revision as of 11:50, 26 March 2024

Icon huntsman.png Information

Type Townsfolk
Artist John Grist
Revealed 15/07/2021

"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."

Character Showcase

Summary

"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"

The Huntsman saves the Damsel before the Minions find her... hopefully.

  • The Damsel can be in play without the Huntsman. During the setup phase, if the Huntsman is in play and the Damsel isn’t, the Damsel is added. If a Damsel is already in play, the Huntsman doesn’t add a second Damsel.
  • If the Huntsman correctly chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk immediately. The Storyteller chooses which Townsfolk character, and the Damsel learns which one.
  • When the Damsel becomes a Townsfolk, they gain that Townsfolk ability and lose the Damsel ability.
  • The Huntsman gets one guess, and makes it at night.
  • The Minions get one guess in total, and make it publicly during the day. If a Minion guesses who the Damsel is, evil wins. If a Minion incorrectly guesses who the Damsel is, the guess is used, and other Minions cannot win by correctly guessing the Damsel.
  • If the Damsel is drunk or poisoned but the Huntsman is sober and healthy, the Damsel can still become a Townsfolk.

How to Run

While setting up the game, before putting character tokens in the bag, if the Damsel is not already in play, remove a Townsfolk character token and add the Damsel character token.

Each night, wake the Huntsman.

If they shake their head no, put the Huntsman to sleep.

If they point to a player, put the Huntsman to sleep. The Huntsman loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. If they chose the Damsel, wake the Damsel, show the YOU ARE info token, then a not-in-play Townsfolk token, then put the Damsel to sleep. The Damsel now has this Townsfolk ability, so replace the Damsel character token with this Townsfolk character token.

Examples

The Huntsman is woken on the 1st night, but does not use their ability. On the second night, the Huntsman chooses the Damsel player. The Damsel becomes the Undertaker and learns which player died today.

The Huntsman chooses Lachlan. Lachlan is the General, so nothing happens. The Huntsman is no longer woken at night.

Tips & Tricks

  • Find the Damsel ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow and the Damsel gets an ability they can use that night.
  • Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like Dreamer. Even the Undertaker can be great for you as confirming that the Damsel is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!
  • The Damsel is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a Damsel. If a player seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the Damsel that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability.
  • Privately claim to be the Damsel to other players. This can be useful to flush out the Damsel and the various Minions. Characters that can prove who they are, like the Virgin or Golem, can be great to give you a trusted person to arrange a private meeting as both you and the Damsel can freely claim your respective characters to this confirmed player.
  • Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your Damsel, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your Damsel. However, be careful as the Damsel might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.
  • Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the Damsel or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the Damsel for that matter!), they can't hurt your real Damsel anymore.

Bluffing as the Huntsman

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

  • If you were the Huntsman, a Damsel would also be in play. At some stage, another evil player is going to need to claim to be the Damsel, otherwise you are going to look pretty dodgy. Another evil player can come out as the Damsel after they die. If you claim to be the Huntsman, and another evil player is claiming to be the Damsel, that's much more trustworthy than having a lonely Huntsman looking suspicious.
  • Pretending to be the Huntsman might flush out a real Damsel. If you are convincing enough in your "search for the Damsel" and manage to trick the real Damsel into revealing who they are, a Minion can guess who the Damsel is and win the game.
  • The Huntsman can be a useful fallback bluff if your initial bluff falls apart, because the Huntsman is a good character that has reasons not to come out early. If you’re claiming to be the Washerwoman or the Virgin and your bluff falls apart, you can then come out as the Huntsman saying you were trying to hide your real character.
  • If you’re a Minion, you know if the Damsel is in play or not, and if not, you therefore know the Huntsman is also not in play. It’s then relatively safe for two evil players to tag-team as a Huntsman/Damsel duo. The only risk is if you tag-team like this, then it’s expected that Damsel has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the Damsel to become. Alternatively, you can be the Huntsman and claim that a dead Minion is the Damsel to make them seem more trustworthy.
  • Claim to be the Huntsman even if this creates a double up. If there is no other Huntsman the Damsel is more likely to trust you. If there is another Huntsman you’re going to create a dilemma and give the Damsel terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual Huntsman ability.