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Fisherman and Noble: Difference between pages

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(Difference between pages)
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"his was my favourite part of the river… see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were."</p> <span style="display: block; color: black; font-size: 20px; text-align: cente...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span> <table style="width: 90%; marg...")
 
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[[File:icon_fisherman.png|250px]]
[[File:icon_noble.png|250px]]
<p class='flavour'>"his was my favourite part of the river… see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were."</p>
<p class='flavour'>"Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit."</p>


<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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The Fisherman knows something that nobody else can know – what should be done.
The {{Good|Noble}} learns that one of three players is evil.  


__TOC__
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== Character Text ==
== Character Text ==


"Once per game, during the day, visit the Storyteller for some advice to help your team win."
"You start knowing 3 players, 1 and only 1 of which is evil."
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<div class='example'>
The {{Good|Fisherman}} goes up to the Storyteller, and they are told "not to trust Ben", this is not because Ben is evil, but because his drunk information is leading the good team astray.
The {{Good|Noble}} is shown Marianna, Alex, and Abdallah. Marianna and Abdallah are good, and Alex is evil.  
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<div class='example'>
On the third day, the {{Good|Fisherman}} learns “Keep the players claiming to be Outsiders alive”. These players are secretly the {{Good|Klutz}} and the {{Evil|Fearmonger}}. The Storyteller believes that keeping these players alive is more likely to end up with good executing the Demon.
The {{Good|Noble}} learns Doug, Lachlan and Ben. Doug is the {{Good|Chambermaid}}. Lachlan is the {{Good|Barber}}. Ben is the {{Good|Recluse}}, who has registered as evil to the {{Good|Noble}}.
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<div class='example'>
<div class='example'>
It is the third day, and the {{Good|Fisherman}} visits the Storyteller to ask for advice. They are told to “Execute Jeremy” because Jeremy is the {{Good|Drunk}}, and the {{Good|Undertaker}} would discover this if they were executed.
On the third night, the [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] turns Amy into the {{Good|Noble}}. Amy learns that 1 of Evin, Sarah, or Julian is evil. However, Sarah is the evil {{Evil|Spy}} and has registered as good, and Julian is the {{Evil|Po}}, who is also evil.  
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<div class='example'>
It is the last day, and the {{Good|Fisherman}} visits the Storyteller to ask for advice. They are told “Don’t ask Kevin too many questions” because Kevin is the {{Good|Mutant}}, and his power activating would lose the game for good.
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== Tips & Tricks ==
== Tips & Tricks ==


* Ask yourself why you got the advice you got. Even if it’s something you didn’t expect, or that sends you down a totally different path than the one you were following, remember that the Storyteller knows all. They are in the best position to give you advice that will help you win.
* Come out with your information right away. If you tell the group that you are the {{Good|Noble}}, and which three players you learned, the group can use this information.  
 
* Follow the advice. The {{Good|Fisherman}} does not provide information, it provides advice to help you win. If the advice is "execute your clockwise neighbour", just do it. Follow your advice! Unless you think your information is suspect, your advice isn’t very useful if you don’t act on it, especially because it is given in the temporal context you ask for it. Executing Erik might not be a good idea in 2 days, so canvas for his execution as soon as possible.
 
* After following your advice, try to evaluate where you are now in the game, and try to reverse-engineer why that advice may have been given. Who was featured as important in your advice? Why? What advantages might have come from following your advice? What does that say about the puzzle of the game?
 
* Use your ability immediately. Don’t risk dying to the Demon or getting executed before you can receive your advice. Ask for advice as soon as you can on the first day! After all, you risk losing your advice every day that you do not use it. Using it right away negates this risk. There is still plenty of good advice the storyteller can give you on day 1, depending on the setup.


* Hold off on using your ability for as long as possible. This is risky, but the longer you wait the more the storyteller will be able to give you the exact type of advice you need to win. Plus, the storyteller may be more inclined to reward your risky behaviour with some juicy advice if you brave death for many days.
* Wait until the game is nearly over to reveal what you know. It is likely that the Storyteller showed you one player that was a Minion, and did not show you the Demon player. If there are just 3 players left alive, and two of the players you know are dead, and you are fairly certain that the alive player you know is not the Demon, that increases your odds of choosing the right player to execute. If two players you know are still alive, that's even better.


* Pay attention to character abilities that might affect the chances of you dying, and factor that into when you use your ability. If there is a {{Evil|Leviathan}} on the script, the Demon can’t kill you. If you believe a player is the {{Good|Monk}}, you can ask them to protect you. In both cases, you have a higher chance of surviving later into the game, and could hold off on getting your advice until later on that basis.
* Your information isn't great by itself. Knowing that one of three players is evil won't help you much until you are able to combine your information with what other players know. Be a team player and communicate as much as possible.


* Pay attention to the specific words that the Storyteller uses. If something seems a bit ambiguous, they may be hinting at something without outright saying it. If the Storyteller tells you not to trust a player, that player might actually be a good {{Good|Empath}}, but one who has been poisoned by a {{Evil|Widow}}, and is providing false information that is leading the good team to their doom. Be especially careful when interpreting the advice given to you by your storyteller. “Kevin is sharing true information” does not necessarily mean Kevin is good, and “Execute Erik” does not necessarily mean Erik is evil. The advice may be specifically niche to whatever game you’re in, and storytellers do love being coy.
* Remember that exactly one of the players you know must be evil. Unlike the {{Good|Investigator}}, who could learn two evil players, the {{Good|Noble}} must learn exactly one evil player. So, if you can figure out which of the three is evil, then you have also learned that two players are good. Knowing the alignment of three players is enormously helpful. Figure out which player is evil, if you can.  


* Watch out for win/lose conditions and character abilities on a script. The advice you receive might relate to one. A {{Good|Fisherman}}'s advice might, for example, be an attempt by the Storyteller to prevent you from executing a {{Evil|Goblin}}.
* Test three different theories. If you assume that player one is evil, then what does that imply about the other players in the game? Does this make sense? If you assume that player two is evil, then what does that imply about the other players in the game? Does this make sense? If you assume that player three is evil, then what does that imply about the other players in the game? Does this make sense? Which of these three things makes the MOST sense?


* Visit the Storyteller, then come back and pretend you’ve used your {{Good|Fisherman}} ability when you haven’t. Make the evil team think your power is no longer a threat. If the Demon believes you’ve already used your ability, they might not think it’s worth it to kill you, allowing you to survive and use it later in the game.
* With characters like the {{Good|Undertaker}} in play, it is worth killing some characters to prove who they are. The {{Good|Noble}} is not one of these characters. Even if you can prove who you are by dying, that still leaves three players to kill. It isn't worth having eight players die, seven of which are good, just to kill one evil player. (You die, then the Demon kills, then player one dies, then the Demon kills, then player two dies, then the Demon kills, then player three dies, then the Demon kills.) Instead, work with the information you have, and get people to trust that you are the {{Good|Noble}} without killing you.
 
* Think about who you want to trust with your advice. You might simply want to reveal it immediately and put the clue on the table for everyone to digest. Alternatively, you might want to share the hint with a trusted group of players who can use it to coordinate in secret.
 
* If you’re not certain that you’re remembered the advice right, you can revisit the Storyteller and ask them to repeat it. However, be aware that the Storyteller likely cannot provide context, or significant clarifications.
 
* Characters that register as different alignments or characters may affect the hint given to the {{Good|Fisherman}}. For example, a {{Evil|Recluse}} may register as the Demon, prompting the Storyteller to advise you to execute them. Be aware of this possibility.
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== Bluffing as the Fisherman ==
== Bluffing as the Noble ==
 
When bluffing as the {{Good|Fisherman}}, there are a few things you should keep in mind:
 
* The Fisherman can be guided to do essentially anything in the game. Use this to your advantage when you are bluffing - giving advice that complements the narrative the evil team is trying to build against the good team.
 
* The fake advice you pretend to receive from the Storyteller, which you will have to come up with yourself, will probably be the centrepiece of your bluff. The Fisherman’s ability is a powerful one - what you come up with could be the deciding factor that wins or loses you the game. Remember to couch your ‘advice’ in the voice of your storyteller. If your storyteller likes to tell Fishermen who to execute, that makes it a much more believable bluff when you claim the Storyteller told you to execute someone.
 
* Keep in mind that the Storyteller is meant to give the Fisherman a hint about what to do, not a piece of information. A Storyteller is very unlikely to give information like ‘one of your two neighbours is Demon’ – that’s not advice. Make sure you frame your fake advice as advice that tells you to do something, like ‘execute your neighbours’.
 
* Insist on your fake advice. It’s not much good to tell the group what to do with your fake ability if you don’t follow through on the social end. Remind players that your advice may have an expiration date, and that it’s important they follow your lead now, not later!
 
* Give fake advice that protects an evil player. Use it to convince the town not to execute your Demon, or another powerful evil role.
 
* Give fake advice that incriminates a good player. Use it to cast suspicions over the information of an {{Good|Undertaker}}, or a {{Good|Fortune Teller}}, or to get a {{Good|Saint}} executed.
 
* If your advice doesn’t lead to good results (which is to be expected, you are making it up), consider the possibility of twisting your advice’s interpretation for more mayhem.
 
* If you think you’re under suspicion, provide advice that incriminates an evil player. If the town thinks you’re evil, they may be more likely to trust that other player, brushing off your advice as an attempt to go after a good character.
 
* If you think you’re under suspicion, provide advice that supports a good player. If the town thinks you’re evil, they may be more likely to mistrust or go after that player.


* Make your hint interesting, vague and weird. Come up with something that generates a ton of discussion, generating distraction and conflict that distracts the good team from their efforts to find the Demon.
When bluffing as the {{Good|Noble}}, there are a few things you should keep in mind:


* Don’t make your hint too elaborate. Try and stick to a single idea that can be expressed in one or two sentences, rather than a paragraph that might draw suspicion.
* The easiest bluff as the {{Good|Noble}} is to come out early, and point to three good players. This is also pretty fun! If you are evil, telling three good players that one of them is evil will cause a lot of paranoia between them, and it has the added benefit of being very difficult to prove or disprove. Unlike the {{Evil|Evil Twin}}, where the good player knows for certain that the other player is evil, or the {{Good|Empath}} that learns that one neighbour is evil (which means that each neighbour thinks the other is evil), the players the {{Good|Noble}} learnt about can both claim to be good while also believing that another player learnt by the {{Good|Noble}} is also good. Good players convincing each other that they are good is natural and believable (because they are good), but has the secondary effect that you seem good and the third player that the players are not currently talking about seems evil. By convincing themselves that they are good, they convince themselves that a good player is evil.  


* Coming out early with a Fisherman bluff can be risky. If the town believes you’ve used your once per game ability, they might decide to execute you on the basis that the potential downsides are minimal. This becomes especially fraught when characters like the Vortox are on the script, and the good team believe they might lose if they don’t execute someone.
* Let the good players convince themselves which player of the three is evil. As long as the player that they decide is evil is actually good, you are in the clear. For the false {{Good|Noble}}, nudges and suggestions are more effective than outright accusations, listening is more helpful than over-talking. Pretend to be a team player, helping out.  


* Claim Fisherman late in the game. It can be a great back-up bluff to cover your tracks if your initial bluff doesn’t work. You can claim that you were misleading the town to avoid being targeted by the Demon, allowing you to preserve your ability for use later in the game.
* If you are feeling adventurous, and there are three or more evil players in the game, claiming to be the {{Good|Noble}} and pointing to two (or more!) evil players as a part of your three is sure to cause a lot of confusion among the good players. They are unlikely to suspect that two or three of the {{Good|Noble}} player's are evil, because even if the real {{Good|Noble}} was drunk, the Storyteller is unlikely to do this. Giving information that is unlikely to occur even for a drunk player can really throw the good team into confusion. Be aware though... at least one of the three players that you claim is evil will be executed. Maybe two. Maybe all three.  


* Make sure you visit the Storyteller at least once before you reveal your fake hint. Nothing is worse than revealing your hint, only to be proven a liar when someone reveals you’ve never been to the Storyteller.
* If you are the Demon, bluffing as the {{Good|Noble}} and giving correct information is fairly easy to do, and makes you look good. It is a safe, effective bluff. Unlike claiming to be the {{Good|Investigator}} and claiming to have seen a {{Evil|Baron}} but then the Outsider count doesn't match your words, or claiming to be the {{Good|Undertaker}} that has seen a [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] be executed but nobody has changed character, simply pointing out which players are evil is a lot easier to do since it is hard to disprove. Even if there is some character in play that makes you uncertain which players are Minions, such as a {{Good|Poppy Grower}} or {{Good|Magician}} or if you're a freshly converted {{Evil|Fang Gu}} or {{Good|Snake Charmer}}, you are fairly likely to choose a Minion just by random chance when picking three players. If you want to look good, stay safe, and sacrifice a Minion to do it, bluffing as the {{Good|Noble}} and giving correct information is easy peasy.


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Revision as of 16:19, 5 March 2023

Icon noble.png

"Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit."

Information

Type Townsfolk

The Noble learns that one of three players is evil.

Character Text

"You start knowing 3 players, 1 and only 1 of which is evil."

Examples

The Noble is shown Marianna, Alex, and Abdallah. Marianna and Abdallah are good, and Alex is evil.

The Noble learns Doug, Lachlan and Ben. Doug is the Chambermaid. Lachlan is the Barber. Ben is the Recluse, who has registered as evil to the Noble.

On the third night, the Pit-Hag turns Amy into the Noble. Amy learns that 1 of Evin, Sarah, or Julian is evil. However, Sarah is the evil Spy and has registered as good, and Julian is the Po, who is also evil.

Tips & Tricks

  • Come out with your information right away. If you tell the group that you are the Noble, and which three players you learned, the group can use this information.
  • Wait until the game is nearly over to reveal what you know. It is likely that the Storyteller showed you one player that was a Minion, and did not show you the Demon player. If there are just 3 players left alive, and two of the players you know are dead, and you are fairly certain that the alive player you know is not the Demon, that increases your odds of choosing the right player to execute. If two players you know are still alive, that's even better.
  • Your information isn't great by itself. Knowing that one of three players is evil won't help you much until you are able to combine your information with what other players know. Be a team player and communicate as much as possible.
  • Remember that exactly one of the players you know must be evil. Unlike the Investigator, who could learn two evil players, the Noble must learn exactly one evil player. So, if you can figure out which of the three is evil, then you have also learned that two players are good. Knowing the alignment of three players is enormously helpful. Figure out which player is evil, if you can.
  • Test three different theories. If you assume that player one is evil, then what does that imply about the other players in the game? Does this make sense? If you assume that player two is evil, then what does that imply about the other players in the game? Does this make sense? If you assume that player three is evil, then what does that imply about the other players in the game? Does this make sense? Which of these three things makes the MOST sense?
  • With characters like the Undertaker in play, it is worth killing some characters to prove who they are. The Noble is not one of these characters. Even if you can prove who you are by dying, that still leaves three players to kill. It isn't worth having eight players die, seven of which are good, just to kill one evil player. (You die, then the Demon kills, then player one dies, then the Demon kills, then player two dies, then the Demon kills, then player three dies, then the Demon kills.) Instead, work with the information you have, and get people to trust that you are the Noble without killing you.


Bluffing as the Noble

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

  • The easiest bluff as the Noble is to come out early, and point to three good players. This is also pretty fun! If you are evil, telling three good players that one of them is evil will cause a lot of paranoia between them, and it has the added benefit of being very difficult to prove or disprove. Unlike the Evil Twin, where the good player knows for certain that the other player is evil, or the Empath that learns that one neighbour is evil (which means that each neighbour thinks the other is evil), the players the Noble learnt about can both claim to be good while also believing that another player learnt by the Noble is also good. Good players convincing each other that they are good is natural and believable (because they are good), but has the secondary effect that you seem good and the third player that the players are not currently talking about seems evil. By convincing themselves that they are good, they convince themselves that a good player is evil.
  • Let the good players convince themselves which player of the three is evil. As long as the player that they decide is evil is actually good, you are in the clear. For the false Noble, nudges and suggestions are more effective than outright accusations, listening is more helpful than over-talking. Pretend to be a team player, helping out.
  • If you are feeling adventurous, and there are three or more evil players in the game, claiming to be the Noble and pointing to two (or more!) evil players as a part of your three is sure to cause a lot of confusion among the good players. They are unlikely to suspect that two or three of the Noble player's are evil, because even if the real Noble was drunk, the Storyteller is unlikely to do this. Giving information that is unlikely to occur even for a drunk player can really throw the good team into confusion. Be aware though... at least one of the three players that you claim is evil will be executed. Maybe two. Maybe all three.
  • If you are the Demon, bluffing as the Noble and giving correct information is fairly easy to do, and makes you look good. It is a safe, effective bluff. Unlike claiming to be the Investigator and claiming to have seen a Baron but then the Outsider count doesn't match your words, or claiming to be the Undertaker that has seen a Pit-Hag be executed but nobody has changed character, simply pointing out which players are evil is a lot easier to do since it is hard to disprove. Even if there is some character in play that makes you uncertain which players are Minions, such as a Poppy Grower or Magician or if you're a freshly converted Fang Gu or Snake Charmer, you are fairly likely to choose a Minion just by random chance when picking three players. If you want to look good, stay safe, and sacrifice a Minion to do it, bluffing as the Noble and giving correct information is easy peasy.