Actions

Huntsman and High Priestess: 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_huntsman.png|250px]]
[[File:icon_highpriestess.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 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Chloe McDougall</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>15/07/2021</td>
<td>22/06/2023</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>“There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.</p>


<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: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>GD9nurStvzM</youtube>
<youtube>xBnX6z1Q6nA</youtube>


</div>
</div>
Line 39: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"
"Each night, learn which player the Storyteller believes you should talk to most."


The Huntsman saves the {{Good|Damsel}} before the Minions find her... hopefully.
The High Priestess acts on intuition.
* 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.
* The High Priestess can be shown the same player multiple times in a row, or a different player every night.
* 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.
* The shown player can be alive or dead.
* When the Damsel becomes a Townsfolk, they gain that Townsfolk ability and lose the Damsel ability.
* The shown player can be good or evil.
* The Huntsman gets one guess, and makes it at night.
* There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.
* 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.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
 
Each night, wake the High Priestess. Point to a player. Put the High Priestess to sleep.
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.
</div>
</div>


Line 73: Line 63:


<div class='example'>
<div class='example'>
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.
On the first night, the High Priestess learns Julian. Julian is the {{Good|Chef}} and has useful information to share. On the second night, the High Priestess is shown Marianna. Marianna is the {{Evil|Goblin}} and the Storyteller thinks that the High Priestess would benefit most from talking to Marianna to find this out as early as possible. On the third night, the High Priestess is shown Doug. Doug is the {{Good|Drunk}} whose information is wrong and harming the good team.
</div>
</div>
 
<div class='example'>
<div class='example'>
The Huntsman chooses Lachlan. Lachlan is the {{Good|General}}, so nothing happens. The Huntsman is no longer woken at night.  
For three nights in a row, the High Priestess learns Sarah. Sarah is the {{Good|Saint}} and the good team are trying to execute her. On the last night, the High Priestess learns Lewis. Lewis is the {{Evil|Imp}}, and his story is clashing with several good players. </div>
</div>
 
</div>
</div>


Line 89: Line 76:
== Tips & Tricks ==
== 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.
* Talk to the person the Storyteller gives you as soon as possible every day – the Storyteller believes they’re the most important person for you to talk to, so you should get hold of them immediately in order to try to gain trust and use their information to dictate how you should approach the rest of your first day.
 
* Don’t talk to your given player immediately. Instead, observe who they talk to and see if you can gain any clues as to why you should be talking to them from how they’re behaving and interacting. If they’re especially eager to talk to a couple of specific other people, maybe they’re a {{Good|Washerwoman}} or {{Good|Fortune Teller}}, for example, and knowing this might dictate how you approach them. Or they might seem slightly lost up until they speak to a specific other players and could be a Minion who just received bluffs.
 
* Tell the person you saw that you’re the High Priestess and learnt them, see if they know a good reason why they might have been shown. Your information can be very nebulous but it’s possible that the player you saw has good theories based on whatever they’ve gained from their own character as to what they can offer to you and to the good team more widely.
 
* Don’t tell that person that you’re the High Priestess, the Storyteller may not be intending for you to share all of your information with this player, only for them to potentially have things to say that might help you.
 
* On the first night, the player you learn is most likely either a good player who already has information so that they can share it with you or a Minion who you might be able to get a social read from or trap without a bluff.


* 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!
* As the game goes on, the Storyteller is most likely to point you towards players that have information they haven’t fully shared yet (even if that information is just their character), dead players that need to know other information you’ve garnered or evil players who can’t further their agenda if they’re in a conversation with you rather than their evil fellows or the players they’re attempting to manipulate.


* 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.
* In the late game the Storyteller is most likely to direct you to good players who are on the right track, to encourage you to convert to their perspective and reinforce their mentality to the group, or the Demon so you can try to pick holes in their arguments and push back on their claims.


* 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.
* If the good team is winning, the Storyteller will likely be directing you to players to reinforce that winning strategy. If not, they may be pointing you to contradictory information to try to draw your attention to alternate views and encourage you to abandon your previously strongly held views. How do you feel the game is going for the good team? Consider your information in this context at all times!


* 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.
* Did the Storyteller give you the same player twice in a row? Most likely what the ST wanted you to get from that conversation didn’t happen, so try again with an open mind!


* 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.  
* At the end of the day, the High Priestess is a great value-add even if you don’t work out exactly why the Storyteller sent you to any given player. Even if all you do is just go and talk to your given player each day and never work out why, you’re talking to the people the Storyteller recommends and that can only turn out usefully for the good team.
</div>
</div>


Line 108: Line 103:
<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 Huntsman ==
== Bluffing as the High Priestess ==
 
* Claim to have been shown good players, then support them and their information from the start. While you’re reinforcing good information and that might harm your team, you’re also engendering a lot of trust in yourself from that player, which might pay dividends down the line.
 
* Conversely, claim to have been shown a good player, but claim that your conversation went very badly and you suspect that you were shown a Minion without a bluff or who has a weak story.
 
* Claim to have seen your fellow evil players. This provides you with an excellent excuse to talk to each other on the first day and share bluffs and any other information and kick off some planning of how you want to approach the game. Just make sure that whatever those players end up claiming in the long run have a good reason to have been shown to you on the first night.
 
* Feel free to choose more or less whoever you want and you can always make up a reason as to why later, but the highest risk choice is your first night’s “information” – the character of the player you were shown on the first night is probably the Storyteller’s strongest opinion in the absence of any influence from how the game has unfolded or how people are thinking, so you’ll need to have strong justification.


When bluffing as the Huntsman, there are a few things you should keep in mind:
* Always have a backup plan in case you need to turn against a player you were shown – if their information is too powerful or they’re gathering too much of a trust circle, maybe you need to cast some suspicion that you were actually shown them to try and catch them out in a bluff, or that they’re actually the {{Good|Drunk}} and you were shown them to encourage you to work that out.


* 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.
* A great way to bluff High Priestess is to listen – you want players to suggest a reason you might have been shown them and if it’s incorrect, encourage the line of thought so it can mislead their strategy.


* 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.  
* Wait until people have claimed characters before approaching them so you can approach sensible choices. You don’t want to be caught out mid-game when someone looks back at your early information and questions why you were shown a {{Good|Ravenkeeper}} and {{Good|Butler}} on the first two nights when there’s no good reason for the Storyteller to encourage you to speak to them.


* 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. 
* Much more so than other characters, you can very much get away with feigning ignorance as the High Priestess, spending a good portion of the game “not knowing what’s going on” not only looks very good as good players are generally confused, but also encourages good players to try to help you out to work out the relevance of your information, which requires them buying into your viewpoint!


* 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.
* This is a great bluff for evil players to lead with and then back into another character, but it’s also a great bluff for good players, it’s a very strong way to be able to get into a conversation with a specific person you need to talk to without making it obvious why you need to do so.


* 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.
* Claiming to have seen someone even though the group consensus is that the player is most likely evil, especially after they’re executed and have died, is a great way to derail that consensus away from a correct view.
</div>
</div>



Latest revision as of 11:58, 26 March 2024

Icon highpriestess.png Information

Type Townsfolk
Artist Chloe McDougall
Revealed 22/06/2023

“There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.”

Character Showcase

Summary

"Each night, learn which player the Storyteller believes you should talk to most."

The High Priestess acts on intuition.

  • The High Priestess can be shown the same player multiple times in a row, or a different player every night.
  • The shown player can be alive or dead.
  • The shown player can be good or evil.
  • There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.

How to Run

Each night, wake the High Priestess. Point to a player. Put the High Priestess to sleep.

Examples

On the first night, the High Priestess learns Julian. Julian is the Chef and has useful information to share. On the second night, the High Priestess is shown Marianna. Marianna is the Goblin and the Storyteller thinks that the High Priestess would benefit most from talking to Marianna to find this out as early as possible. On the third night, the High Priestess is shown Doug. Doug is the Drunk whose information is wrong and harming the good team.

For three nights in a row, the High Priestess learns Sarah. Sarah is the Saint and the good team are trying to execute her. On the last night, the High Priestess learns Lewis. Lewis is the Imp, and his story is clashing with several good players.

Tips & Tricks

  • Talk to the person the Storyteller gives you as soon as possible every day – the Storyteller believes they’re the most important person for you to talk to, so you should get hold of them immediately in order to try to gain trust and use their information to dictate how you should approach the rest of your first day.
  • Don’t talk to your given player immediately. Instead, observe who they talk to and see if you can gain any clues as to why you should be talking to them from how they’re behaving and interacting. If they’re especially eager to talk to a couple of specific other people, maybe they’re a Washerwoman or Fortune Teller, for example, and knowing this might dictate how you approach them. Or they might seem slightly lost up until they speak to a specific other players and could be a Minion who just received bluffs.
  • Tell the person you saw that you’re the High Priestess and learnt them, see if they know a good reason why they might have been shown. Your information can be very nebulous but it’s possible that the player you saw has good theories based on whatever they’ve gained from their own character as to what they can offer to you and to the good team more widely.
  • Don’t tell that person that you’re the High Priestess, the Storyteller may not be intending for you to share all of your information with this player, only for them to potentially have things to say that might help you.
  • On the first night, the player you learn is most likely either a good player who already has information so that they can share it with you or a Minion who you might be able to get a social read from or trap without a bluff.
  • As the game goes on, the Storyteller is most likely to point you towards players that have information they haven’t fully shared yet (even if that information is just their character), dead players that need to know other information you’ve garnered or evil players who can’t further their agenda if they’re in a conversation with you rather than their evil fellows or the players they’re attempting to manipulate.
  • In the late game the Storyteller is most likely to direct you to good players who are on the right track, to encourage you to convert to their perspective and reinforce their mentality to the group, or the Demon so you can try to pick holes in their arguments and push back on their claims.
  • If the good team is winning, the Storyteller will likely be directing you to players to reinforce that winning strategy. If not, they may be pointing you to contradictory information to try to draw your attention to alternate views and encourage you to abandon your previously strongly held views. How do you feel the game is going for the good team? Consider your information in this context at all times!
  • Did the Storyteller give you the same player twice in a row? Most likely what the ST wanted you to get from that conversation didn’t happen, so try again with an open mind!
  • At the end of the day, the High Priestess is a great value-add even if you don’t work out exactly why the Storyteller sent you to any given player. Even if all you do is just go and talk to your given player each day and never work out why, you’re talking to the people the Storyteller recommends and that can only turn out usefully for the good team.

Bluffing as the High Priestess

  • Claim to have been shown good players, then support them and their information from the start. While you’re reinforcing good information and that might harm your team, you’re also engendering a lot of trust in yourself from that player, which might pay dividends down the line.
  • Conversely, claim to have been shown a good player, but claim that your conversation went very badly and you suspect that you were shown a Minion without a bluff or who has a weak story.
  • Claim to have seen your fellow evil players. This provides you with an excellent excuse to talk to each other on the first day and share bluffs and any other information and kick off some planning of how you want to approach the game. Just make sure that whatever those players end up claiming in the long run have a good reason to have been shown to you on the first night.
  • Feel free to choose more or less whoever you want and you can always make up a reason as to why later, but the highest risk choice is your first night’s “information” – the character of the player you were shown on the first night is probably the Storyteller’s strongest opinion in the absence of any influence from how the game has unfolded or how people are thinking, so you’ll need to have strong justification.
  • Always have a backup plan in case you need to turn against a player you were shown – if their information is too powerful or they’re gathering too much of a trust circle, maybe you need to cast some suspicion that you were actually shown them to try and catch them out in a bluff, or that they’re actually the Drunk and you were shown them to encourage you to work that out.
  • A great way to bluff High Priestess is to listen – you want players to suggest a reason you might have been shown them and if it’s incorrect, encourage the line of thought so it can mislead their strategy.
  • Wait until people have claimed characters before approaching them so you can approach sensible choices. You don’t want to be caught out mid-game when someone looks back at your early information and questions why you were shown a Ravenkeeper and Butler on the first two nights when there’s no good reason for the Storyteller to encourage you to speak to them.
  • Much more so than other characters, you can very much get away with feigning ignorance as the High Priestess, spending a good portion of the game “not knowing what’s going on” not only looks very good as good players are generally confused, but also encourages good players to try to help you out to work out the relevance of your information, which requires them buying into your viewpoint!
  • This is a great bluff for evil players to lead with and then back into another character, but it’s also a great bluff for good players, it’s a very strong way to be able to get into a conversation with a specific person you need to talk to without making it obvious why you need to do so.
  • Claiming to have seen someone even though the group consensus is that the player is most likely evil, especially after they’re executed and have died, is a great way to derail that consensus away from a correct view.