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(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'>"In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark."</p> <span style="display: block; color: black; font-size: 20px; text-align: center...")
 
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[[File:icon_pixie.png|250px]]
[[File:icon_poppygrower.png|250px]]
<p class='flavour'>"Round and round the garden, go.<br>
<p class='flavour'>"In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark."</p>
Little girls run to and fro.<br>
Little boys climb up the tree.<br>
Which of these should Pixie be?<br>
Ladies smile and go to town. <br>
Lords with axe chop forest down.<br>
What’s yours is mine. What’s mine, divine.<br>
Silly little Pixie, me."</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 Pixie pretends to be the same character as someone else.  
The Poppy Grower prevents the evil players from learning who each other are.


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


"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die."
"Minions & Demons do not know each other. If you die, they learn who each other are that night."
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<div class='example'>
<div class='example'>
Amy is the {{Good|Pixie}}, and knows that the {{Good|Washerwoman}} is in play. For three days, Amy claims that the {{Good|Washerwoman}} player is lying, because she is the {{Good|Washerwoman}}. The {{Good|Washerwoman}} is executed. That night, Amy gains the {{Good|Washerwoman}} ability, and learns that one of two people is the {{Good|Monk}}.
The {{Evil|Imp}}, the {{Evil|Poisoner}} and the {{Evil|Witch}} are in play. On the first night, the {{Evil|Imp}} wakes to learn 3 not-in-play characters, but does not learn which players are the Minions. The {{Evil|Poisoner}} and the {{Evil|Witch}} do not wake to learn who each other are, and do not learn who the Demon is.
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<div class='example'>
<div class='example'>
Doug is the Drunk {{Good|Pixie}}. He learns that the {{Good|Lycanthrope}} is in play. There is no {{Good|Lycanthrope}} in play, but a Minion bluffs as the {{Good|Lycanthrope}}. The Minion dies. The Storyteller wakes Doug and Doug chooses a player to “attack” each night, but they do not die because Doug does not have the {{Good|Lycanthrope}} ability.
The {{Good|Poppy Grower}} is executed, and dies. That night, the {{Evil|Shabaloth}} learns which players are the Minions. The {{Evil|Godfather}} and the {{Evil|Baron}} wake, make eye contact, and learn which player is the {{Evil|Shabaloth}}.
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<div class='example'>
<div class='example'>
On the first day, the {{Good|Pixie}} player claims to be the {{Good|Soldier}}. The real {{Good|Soldier}} also claims to be the {{Good|Soldier}}. The {{Good|Pixie}} player doesn’t dispute this. When the {{Good|Soldier}} dies, the {{Good|Pixie}} player does not gain the {{Good|Soldier}} ability, as the Storyteller feels that the {{Good|Pixie}} did not really pretend to be the {{Good|Soldier}}.
The {{Good|Poppy Grower}} is the Drunk. On the 1st night, the evil players learn who each other are, as normal. On the fourth night, the Demon kills the {{Good|Poppy Grower}}. The Demons and Minions do not wake to learn who each other are again because the {{Good|Poppy Grower}} is the Drunk.
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== Tips & Tricks ==
== Tips & Tricks ==


* Be as mad as possible as the Townsfolk you know is in play. Claim to be that character. Give the information that character would know. Claim to use your ability. Claim, loudly and often, that the other player is lying. Get them killed by any means necessary. Once this is all done, you will gain that character's ability - totes worth it!
* Keep it secret keep it safe. The {{Good|Poppy Grower}}'s biggest strength is the paranoia they create by denying the evil team their greatest strength.


* Be mad as the duplicate character from minute one, day one, and keep up the charade for every following day. This will go a long way to convincing the group that you are the duplicate character, as well as showing the Storyteller that you are mad.
* Come out ridiculously loudly, because someone boldly claiming to be a {{Good|Poppy Grower}} so fiercely is just weird, that it is going to make the evil team second guess who you are. They might leave you alive because it seems like you're a character trying to get killed like the {{Good|Farmer}}. Additionally, the Demon may not wish to ‘confirm’ that you’re the {{Good|Poppy Grower}} by killing you.


* Don't be mad at all about being your duplicate character at all for a few days. Say nothing about it. Then, on the day that you think that you can get this player executed, be very mad as this character. If the Storyteller sees that you "have been" mad as the duplicate character, and that your madness got the duplicate character executed, they will very likely give you the {{Good|Pixie}} madness benefit - that player's ability when that player dies.  
* As the {{Good|Poppy Grower}}, you are essentially single-handedly responsible for the evil team's lack of ability to coordinate. Take special notice of any two players who are claiming to be the same character. One of them is possibly a Minion, because they haven’t obtained their bluffs from the Demon.  


* Once you have gained the ability of your duplicate character, you can safely come out publicly as the {{Good|Pixie}}. You've got the new ability locked in now, so use it as much as you want, and let the duplicate character (and the group) know that you were the {{Good|Pixie}} all along. An apology to the poor good player that you threw under the bus might be necessary ;)
* On the first day, pay attention to who mingles and who keeps quietly to themselves. Minions, being cut off from the rest of their team, will be extra cautious because they will have no information to start with. Specifically, watch for players' body language as they're likely to unconsciously communicate their anxiety and isolation. Be suspicious of those players who are last to reveal their character, as they might be Minions.


* If you admit to being the {{Good|Pixie}}, that will count as "not being mad that you are the duplicate character" and will almost certainly prevent you from gaining the duplicate's ability. Best not say this.
* You are likely to be seen by the evil team as an important target for death in the night. Be very careful about who you share your role with.


* If you can have a private conversation with the duplicate player and tell them that you are their {{Good|Pixie}}, then they may agree to get themselves executed. Be aware though... if the Storyteller overhears you claiming to be the {{Good|Pixie}}, then you will no longer be "mad" and won't gain the character ability. Similarly, if the player you tell is evil and then tells the Storyteller what you said, then you will no longer be "mad" and won't gain the character ability.  
* Each day, share your role with one new player. If you die at night early in the game, it's a good chance that one of the people you confided with is actually the Demon specifically, and not a Minion, because a Minion would have no easy way of communicating who you are to the Demon. Of course, nothing stops the Minion from revealing you publicly, but at least you're taking a definite Minion down with you.


* Be pro-active when being mad. The Storyteller wants to see you make an honest effort to convince the group that you are a character that you are not.  
* As {{Good|Poppy Grower}}, you can pretend to be an evil player to deceive evil players into thinking you are too. Go around secretly to various players and let them know you know a {{Good|Poppy Grower}} is in play as code that you're an "evil player". They might bite and confide in you.


* Change up your {{Good|Pixie}} strategy based on which character you are shown on the first night. If you are shown the {{Good|Investigator}} then get them killed as soon as possible, so that you can both learn your information as early as possible. If you are shown the {{Good|Undertaker}}, then wait until after they have learnt at least one executed player's character, so that both of you can corroborate information and trust each other. If you are shown the {{Good|Sage}}, then bluff as a different character first, then the {{Good|Sage}}, to make your {{Good|Sage}} bluff seem believable. The strategies for the {{Good|Pixie}} are as numerous as the characters available.  
* If you die, watch for sudden changes of behaviour. The evil team has suddenly gained a lot of information and can coordinate better. This can include:
** Players who previously weren't voting, start voting
** Players who were voting strongly for one player suddenly change their target
** Players who come out shortly after you die (who have likely just received a bluff from the Demon).


* You know a character that is in play, but not which player it is. When they die, you may be able to confirm that they are what they claim to be. If a player dies and you do not gain your duplicated ability, the person that died was not the character you know. The real character you know is in play is still out there.
* If you don't come out after you die, the evil team knows exactly who you are but the good team does not. This means that the players who are paying you a little bit too much attention might actually be the evil team trying to hide their actions from you.


* Don't forget that once-per-game roles and 'you start knowing' roles, such as the {{Good|Seamstress}} and the {{Good|Librarian}} respectively, may have already used their abilities. By executing them (assuming you have successfully been 'mad' about being their role), not only will you confirm that they are who they claim to be, but you will also get a second use of their ability, gaining new information.
* If you can manage to arrange being drunk or poisoned when you die, the evil team do not learn who each other are. While this can be incredibly tricky to pull off as there are not many good characters that can make you intentionally drunk, it has a massive payoff.  


* You can test the {{Good|Pixie}} to see if they are telling the truth. If you are the character that the {{Good|Pixie}} is claiming to be, but you have not revealed who you are yet, stay silent and do what you can to get yourself killed. When you are dead, the {{Good|Pixie}} will gain a new ability, so the {{Good|Pixie}} should be very vocal about this. If you die, and the player claiming to be the {{Good|Pixie}} does not claim to have gained a new ability, then they are probably not the {{Good|Pixie}} because they don't know that you died.
* Come out on the final day, if you’re still alive.
 
* When the {{Good|Pixie}} is on the script, don't be too suspicious of two players claiming to be the same character. They may very well be two good players just playing their characters well. Of course, the evil players know this, and may be doubling up with their bluffs. Whether the two players are both good (and one is the {{Good|Pixie}}), or whether one player is evil and is doubling up, it is probably best to execute one of the players anyway. Hopefully, you'll be executing an evil player or a good player that is giving the {{Good|Pixie}} an extra ability.
 
* Just saying that you are the {{Good|Pixie}} early in the game, and deliberately excluding yourself from the possibility of gaining a character ability, can still be helpful. You start the game knowing that a particular good character is in play. This is useful information. Telling the group what you know will help confirm that this player is good. The group will know that you are the {{Good|Pixie}}, so there is no point being mad as a different character this game.  
<br>
<br>


== Bluffing as the Pixie ==
== Bluffing as the Poppy Grower ==
 
When bluffing as the {{Good|Pixie}}, there are a few things you should keep in mind:
 
* Are you a Minion that's walked right into a messy double claim? Bluffing as {{Good|Tea Lady}}, but your good neighbour just died, and the other {{Good|Tea Lady}} claim has a very angry {{Good|Grandmother}} backing them up? Don't fret, just sidle on over to them and whisper very sweetly in their ear: "Hey, I'm actually your {{Good|Pixie}}!" Townsfolk are usually very happy to know there's a {{Good|Pixie}} doubling up with them, since that proves their existence and gives them a backup plan in the event they unexpectedly die - lean into that to recover from your blunder and keep the good team guessing... but hopefully on your side for a little longer.


* The {{Good|Pixie}} is a great Hail Mary if you stumble into a sticky situation, but you can also plan to be a {{Good|Pixie}} from the outset. Pick a Townsfolk you suspect is in play and go to town! If your Townsfolk is indeed in play, they'll probably make contact with you at some point, but you can also use this to convince people a particular character is in play when it isn't, or to lend credibility to a fellow evil player's bluff by "proving" they must be in play! Deliberately coming out strong with {{Good|Pixie}} madness gives you a lot of avenues to pursue as you get the feel of the game's flow.
When bluffing as the {{Good|Poppy Grower}}, there are a few things you should keep in mind:


* Picking a strong good player and double claiming them as a {{Good|Pixie}} bluff will reassure other players to trust that person, but also to trust you. Conversely, backing up an evil player's bluff will help them look more reliable, at the risk of you two coming off as an evil pair if one of you gets caught out.
* As an evil player, you will know for certain whether there is a {{Good|Poppy Grower}} in the game or not. If you learn who your fellow evil players are, there is no {{Good|Poppy Grower}}. So, the {{Good|Poppy Grower}} can be a safe bluff not only for a Demon who was not shown the {{Good|Poppy Grower}} as "not-in-play, but also for the Minions. The Bluff is so safe, that (similar to bluffing as the {{Good|Atheist}}), you may find that other evil players have also claimed to be the {{Good|Poppy Grower}} secretly to others, and you have accidentally ended up with several fake {{Good|Poppy Grower}}s.  


* If the town isn't trusting of mischievous {{Good|Pixie}}s, use that to your advantage and come out as the {{Good|Pixie}} deliberately to tie yourself to another player. If the group suspects you're evil, the hapless patsy you're double claiming will look like they were in on it.  
* When nominated, claiming to be the only thing stopping the evil team from being introduced to one another can be quite a compelling argument for being spared. However... you will need to come up with an explanation as to why you lived through the night.  


* Secretly reveal you're the {{Good|Pixie}} to other players as a way of gaining their trust and to extend your longevity. {{Good|Pixie}}s are valuable to keep alive and players knowing for certain that's your claim means they might step in when others are gunning for your execution. You have nothing to fear from breaking madness, after all!
* You can tell one or two people that you’re the {{Good|Poppy Grower}} and make the good team erroneously believe that they are winning the game.


* Are you bluffing as {{Good|Pixie}}, but a real {{Good|Pixie}} has just come out? Don't stress too much! The {{Good|Pixie}} double-up creates a real conundrum for good, since each of you is tethered to another player by your ability and claims, and therefore the knot to untangle is not only which one of you is the real {{Good|Pixie}}, but if you're an evil pair in cahoots, or a dastardly evil player corrupting an innocent good player! Plenty of noise and mess to keep the town off the scent of the Demon.
* Tell no-one that you are the {{Good|Poppy Grower}}, get yourself killed by some means, wait until the end of the day, and then announce that particular people who had private conversations today are likely to be evil, since the evil team just found out who each other were.  


* If your Townsfolk dies, you as the "{{Good|Pixie}}" will gain their ability and act as them (unless you "broke madness"). Make sure you know how that ability works when people start pressing you for your information. It's also good to be aware of when your Townsfolk dies - if you're a {{Good|Fortune Teller}} {{Good|Pixie}} and the O.G. {{Good|Fortune Teller}} died two days ago, you should have two nights of info!
* If the {{Good|Poppy Grower}} is in play, bluffing as the {{Good|Poppy Grower}} anyway is likely to lure them out. The real {{Good|Poppy Grower}} will know you are lying, but at least the Demon knows which player is the {{Good|Poppy Grower}} now. The good team may even be hesitant to execute either of you, for fear that the evil team will learn who each other are once the real {{Good|Poppy Grower}} dies.


* If one of the three Demon bluffs is {{Good|Pixie}} then you’ve got a lot of options to play with.
* {{Good|Poppy Grower}} is a great bluff to make after you die. It subtly projects a message that the evil team are about to become much more coordinated than before, and if you’ve already been operating together pretty well, it will make you seem that much more imposing. The good team losing faith in their victory may be the boost you need.  
** You could use it to assert your own legitimacy by ‘confirming’ one of the in-play roles.
** Alternatively, you could combine it with one of the bluffs, creating a fake friction between yourself and a fellow evil player, which can then be ‘resolved’ if/when one of you dies.
** Finally, if you get lucky, you could find yourself claiming that you ‘saw’ a role that isn’t in play, essentially providing you with a free, extra bluff.


* If {{Good|Pixie}} is actually in play, it’s unlikely that they’ll come out as the {{Good|Pixie}} early in the game. If you can identify who they are and ensure both they and their seen character don’t die, you may find yourself claiming to have been the {{Good|Pixie}} while the real {{Good|Pixie}} feels compelled to remain silent in order to maintain their own madness. When they finally announce that they’re the real {{Good|Pixie}}, they’ll have an uphill battle to unseat you as the "legitimate" {{Good|Pixie}}.
* {{Good|Poppy Grower}} games often have a strange vibe to them. Similar to a {{Evil|Legion}} game, the good team can feel that something is subtly wrong. It's hard to pin down but this is mostly due to the evil team struggling to figure out what their plan is a team. Nevertheless, some games just have a weird feeling to them, as if everyone is being too quiet, or nothing really seems to add up. If your game has this feeling, consider switching from your initial bluff to a {{Good|Poppy Grower}} bluff, as a way to explain the feeling to the good team. Coming out as the {{Good|Poppy Grower}} after a few days of the good team saying "what is going on? This feels different." may elicit feelings of clarity, and relief. Normally, it is wise to choose a character to bluff as and have that bluff influence the game. Sometimes, it can be wise to let the game dictate which bluff is the most appropriate.


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Revision as of 16:22, 5 March 2023

Icon poppygrower.png

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

Information

Type Townsfolk

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

Character Text

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

Examples

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

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

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

Tips & Tricks

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


Bluffing as the Poppy Grower

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

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