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Ravenkeeper and Huntsman: Difference between pages

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


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<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>Aiden Roberts</td>
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<p class='flavour'>"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."</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;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
            <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>GD9nurStvzM</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9514918/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-6%2F42182196-44100-2-dcbc08a450cfc.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"If you die at night, you are woken to choose a player: you learn their character."
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"


If the Ravenkeeper dies at night, they get to learn one player's character.
The Huntsman saves the {{Good|Damsel}} before the Minions find her... hopefully.
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<div class='example'>
<div class='example'>
The Ravenkeeper is killed by the {{Evil|Imp}}, and then wakes to choose a player. After some deliberation, they choose Benjamin. Benjamin is the {{Good|Empath}}, and the Ravenkeeper learns this.
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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<div class='example'>
<div class='example'>
The {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}} doesn't die, but the Ravenkeeper dies instead, due to the {{Good|Mayor}}'s ability. The Ravenkeeper is woken and chooses Douglas, who is a dead {{Good|Recluse}}. The Ravenkeeper learns that Douglas is the {{Evil|Scarlet Woman}}, since the {{Good|Recluse}} registered as a Minion.
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 ==
== Tips & Tricks ==


* If the Demon knows you are the Ravenkeeper, they are very unlikely to kill you. It is to your benefit to bluff as a character who is a constant threat to the evil team, such as the {{Good|Empath}}, {{Good|Fortune Teller}}, {{Good|Slayer}}, or {{Good|Undertaker}}. Even bluffing as a good character that tends to be trusted by the good team (such as {{Good|Chef}} or {{Good|Washerwoman}}) can make you look like a trusted good player in the eyes of the Demon, and attract their attention at night.
* 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.


* The Ravenkeeper gets some of the best information in Trouble Brewing. Think about whose character you would like to learn before each night falls. You won't want to make a hasty decision and choose wildly in the moment.
* 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!


* Choosing living players in usually more beneficial than choosing dead players. If you learn a living player is good, you know not to execute them. If you learn a living player is evil, you know you shouldn't trust them! However, every so often, confirming that a dead player is good can be an enormous help. For example, confirming that a dead {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}} or {{Good|Chef}} is telling the truth can help you verify their information, or picking a dead player you have suspicions about can confirm that an evil player is dead. That might even back up the {{Good|Investigator}} or {{Good|Fortune Teller}}.
* 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 character 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.


* Beware of the {{Evil|Spy}} and the {{Good|Recluse}}. If you believe a player is one of them, it is unlikely that you will learn their true character if you choose them, owing to their abilities to register as other characters.  
* 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 you learn a player is the {{Good|Drunk}}, then not only do you know that they are good, you can be reasonably certain that any information they gave to the group is wrong.
* 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.  


* Remember that you only get your information if you die at night. Getting killed during the day reveals nothing to you.
* 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.  
 
* Sometimes, sitting quietly and refusing to give any information can give you the air of a powerful threat without actually having to provide any justification for your bluff.
 
* You may want to tell the group that you are the Ravenkeeper first thing on the first day. This will almost guarantee that you are still alive on the final day, as the Demon will probably not kill you. This strategy means that you have more power in the late game (since living players may vote more than dead players), but you sacrifice the chance of gaining information by your death. Additionally, claiming Ravenkeeper is the sort of thing a {{Good|Slayer}} or {{Good|Undertaker}} might do early game, so it might just get you killed.
 
* If you get to use your ability by dying at night, tell the group you are the Ravenkeeper the following day. Your information will be immediately useful.
 
* If you see a good token, consider keeping that information private. If the Demon knows that you know that a player is good, that player becomes a much higher priority target, and you want the player you trust alive as long as possible.
 
* If you have told nobody that you are the Ravenkeeper, and you are still alive late in the game, then it is probable that a {{Evil|Spy}} is in play, telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to whom.
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== Bluffing as the Ravenkeeper==
== Bluffing as the Huntsman ==
 
When bluffing as the Ravenkeeper, there are a few things you should keep in mind:
 
* The Ravenkeeper would wake only when they die during the night, not the day. They would wake up and choose a player, then be shown a character token.


* The Ravenkeeper is a fantastic bluff if you intend to pass the torch at some point to a Minion, or otherwise die protecting the Demon. Dying at night tends to make a player look good, and having information as a result of your death can allow you to throw blame, protect a fellow evil player, or make yourself look extremely trustworthy.
When bluffing as the Huntsman, there are a few things you should keep in mind:
** Throwing blame allows you to point the finger at a good player as an evil one - casting doubt on them, their information, and who they trust.
** Alternatively you can back up the bluff of an evil player, confirming their identity and making them trustworthy for the good team. For example, if your Demon is claiming to be the {{Good|Monk}}, you can claim to have chosen them and seen the {{Good|Monk}} character token.
*** An advanced technique is to claim they are in fact a different character than the one they have been claiming publicly. Your fellow evil player can then reveal they were lying all along, and you are actually correct! (Make sure your teammate knows you're going to do this, or can otherwise adapt on the fly!)
** Finally, you can back up a good player's claim, which will get them to trust you and work with you. For example, if you know a player is the {{Good|Empath}}, claim you chose them and saw the {{Good|Empath}} token.


* Don't know the identity of the player you are confirming? Claim that person is the {{Good|Drunk}}. This will also cast doubt on their information, adding an extra layer of usefulness to the strategy.
* 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.


* The Ravenkeeper is a fantastic bluff if you are trying to stay alive for the whole game. As the Demon will not want to kill a Ravenkeeper, you can claim that you are still alive in the late game because the Demon discovered your identity somehow (perhaps via the {{Evil|Spy}}, or just some good ol' fashioned eavesdropping).
* 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.  


* You only get information if you die, so be careful about who you choose to confirm. Dying as a Ravenkeeper usually takes some effort, and if you then appear to 'waste' that on a {{Good|Chef}} that nobody doubts, you will look suspicious.
* 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.


* The Ravenkeeper is a great bluff to fall back on in the event that your bluff as a different character falls apart. Bluffs like the {{Good|Fortune Teller}}, {{Good|Undertaker}} or {{Good|Empath}} can all run into trouble if you don't appear to have the right information, but if you reveal you were the Ravenkeeper all along, suddenly your duplicity will make sense.
* 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.


* Some powerful characters will openly bluff as your character to protect themselves. Revealing yourself as the "real" Ravenkeeper and allowing them to keep the bluff can help you build trust with a good player while finding ways to undermine their ability.
* 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.
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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 14:05, 22 March 2023

Icon huntsman.png Information

Type Townsfolk

"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.

How to Run

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 character 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.