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Pixie and Drunk: Difference between pages

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[[File:icon_pixie.png|250px]]
[[File:icon_drunk.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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<p class='flavour'>"Round and round the garden, go.<br>
<p class='flavour'>"This is all perfectly *burp* logical. I know that Miss Dearheart is a Fortune Teller. Mrs Dearheart swears that Jenkins here is her Butler. It's simple *hic* deduction."</p>
Little girls run to and fro.<br>
Little boys climb up the tree.<br>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
Which of these should Pixie be?<br>
[[File:logo_trouble_brewing.png|100px]]
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: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>L695ll_Gjqs</youtube>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die."
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."


The Pixie pretends to be the same character as someone else.  
The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.
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<div class='example'>
<div class='example'>
Amy is the 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 Drunk, who thinks they are the {{Good|Soldier}}, is attacked by the {{Evil|Imp}}. The Drunk dies.  
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<div class='example'>
<div class='example'>
Doug is the Drunk 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 Drunk, who thinks they are the {{Good|Empath}}, wakes and learns a "0,” even though they are sitting next to one evil player. The next night, they learn a "1.".
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<div class='example'>
<div class='example'>
On the first day, the Pixie player claims to be the {{Good|Soldier}}. The real {{Good|Soldier}} also claims to be the {{Good|Soldier}}. The Pixie player doesn’t dispute this. When the {{Good|Soldier}} dies, the Pixie player does not gain the {{Good|Soldier}} ability, as the Storyteller feels that the Pixie did not really pretend to be the {{Good|Soldier}}.
The Drunk, who thinks they are the {{Good|Ravenkeeper}}, is killed at night. They choose the {{Good|Saint}}, but learn that this player is the {{Evil|Poisoner}}.
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<div class='example'>
The {{Good|Fortune Teller}} is executed. That night, the Drunk, who thinks they are {{Good|Undertaker}}, learns that the Drunk died today.
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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!
* The Drunk will never know that they are the Drunk - they will start the game with a Townsfolk token and behave as that Townsfolk normally while receiving bad information. Figuring out if you are the Drunk can only be discovered via gameplay; be looking for tells like information you receive being demonstrably false, or your ability failing (e.g. A {{Good|Soldier}} dying at night).


* 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.
* Figuring out if a Drunk is in play is important - this will allow Townsfolk to know whether or not they should be scrutinizing their information. The most obvious tell that a Drunk may be in the town is if there are more or fewer Outsiders than you expected (if more, there might be a {{Evil|Baron}} who has let a Drunk into town).  


* 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 Pixie madness benefit - that player's ability when that player dies.  
* If you suspect a Drunk is in play, it is important to determine which of the Townsfolk it is as soon as possible. There can only be one Drunk in play, so knowing who it is will allow you to treat their information skeptically, but it will also mean that all other Townsfolk can probably trust what they know to be true and reliable.


* Once you have gained the ability of your duplicate character, you can safely come out publicly as the 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 Pixie all along. An apology to the poor good player that you threw under the bus might be necessary ;)
* Differentiating the effects of a Drunk from a {{Evil|Poisoner}} can be difficult, but crucial. If only one person seems to be receiving false information, they might be the Drunk. If multiple people are receiveing sporadically good and bad information, that's probably the work of a dastardly {{Evil|Poisoner}}. Try to extrapolate from the case where either one is true, and see what inferences you can draw from that. Perhaps a Drunk being in play means that the {{Good|Butler}} is lying? Or if there's a {{Evil|Poisoner}} in a game with only one Minion, you know that nobody who's been executed could have been the {{Evil|Imp}}.


* If you admit to being the 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.
* Characters like the {{Good|Undertaker}} and {{Good|Ravenkeeper}} will see the Drunk character when checking that player. You do not register as a Townsfolk - you just think you are! This is also true for characters like the {{Good|Virgin}} - a Drunk cannot activate them because they are not really a Townsfolk, they're an Outsider.


* If you can have a private conversation with the duplicate player and tell them that you are their Pixie, then they may agree to get themselves executed. Be aware though... if the Storyteller overhears you claiming to be the 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.
* If you have figured out you are the Drunk, try to reverse engineer what you know. For example, if you thought you were the {{Good|Empath}} and have been getting a read of '0', you should be suspicious that you have at least one evil neighbour after all. Or, if you thought you were an {{Good|Investigator}}, you can probably assume that neither of the two players you saw were Minions!


* 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.  
* Remember that the Drunk receives ''unreliable'' information, not false information. In the majority of cases, the information you receive will be wrong, but sometimes the Storyteller may tell you something that is true. This can happen when the alternative would definitely reveal you are the Drunk (e.g. The Drunk {{Good|Ravenkeeper}} choosing themselves will be shown the {{Good|Ravenkeeper}}).


* Change up your 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 Pixie are as numerous as the characters available.  
* Keep in mind that characters like the {{Good|Slayer}}, {{Good|Monk}} and {{Good|Mayor}} cannot impact the game with their ability when they are actually the Drunk. For example, a {{Good|Slayer}} will not kill a good player instead of the Demon; their shot will always fail.
 
* 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.
 
* 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.
 
* You can test the Pixie to see if they are telling the truth. If you are the character that the 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 Pixie will gain a new ability, so the Pixie should be very vocal about this. If you die, and the player claiming to be the Pixie does not claim to have gained a new ability, then they are probably not the Pixie because they don't know that you died.
 
* When the 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 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 Pixie an extra ability.
 
* Just saying that you are the 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 Pixie, so there is no point being mad as a different character this game.  
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== Bluffing as the Pixie ==
== Bluffing as the Drunk ==
 
When bluffing as the Drunk, there are a few things you should keep in mind:


When bluffing as the Pixie, there are a few things you should keep in mind:
* You would not know that you are the Drunk at first. You would receive a Townsfolk character. The Storyteller would treat you as if you were that Townsfolk; check the relevant 'bluffing as' section to see how that character would wake (or not!)


* 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 Pixie!" Townsfolk are usually very happy to know there's a 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 Drunk is the only good character that you can claim to be without another good character calling you out for claiming the same character as them.


* The Pixie is a great Hail Mary if you stumble into a sticky situation, but you can also plan to be a 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 Pixie madness gives you a lot of avenues to pursue as you get the feel of the game's flow.
* Bluff as a character that gains information more passively, such as the {{Good|Fortune Teller}}, {{Good|Investigator}}, {{Good|Empath}}, {{Good|Washerwoman}}, {{Good|Undertaker}} or {{Good|Librarian}} and give deliberately and obviously false information. If your information is ridiculous (like claiming one of two players is the {{Good|Saint}} whilst neither is claiming to be the {{Good|Saint}}), you look obviously the Drunk.


* Picking a strong good player and double claiming them as a 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.
* Bluff as a character that has a power that can fail, then when your fake ability fails, act surprised, and put forward the possibility that you are the Drunk. For example, bluff as the {{Good|Monk}}, and claim the player you protected died anyway. Bluff as the {{Good|Soldier}} and kill yourself of a night time, or get the Demon to kill you. Bluff as the {{Good|Slayer}} or nominate the {{Good|Virgin}}, and act surprised when these character abilities have no visible effect.


* If the town isn't trusting of mischievous Pixies, use that to your advantage and come out as the 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.  
* Insinuate a Drunk is in play, and lead the group on a hunt to find out who it is. This will distract them from the main goal of finding the Demon, and will make them distrust their own good team.


* Secretly reveal you're the Pixie to other players as a way of gaining their trust and to extend your longevity. Pixies 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!
* Insinuate that a particular player is drunk. This is especially helpful if they have a damning case against your team, such as a {{Good|Undertaker}} claiming that your dead {{Evil|Poisoner}} is indeed the dead {{Evil|Poisoner}}.


* Are you bluffing as Pixie, but a real Pixie has just come out? Don't stress too much! The 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 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.
* Convincing the group that a Drunk is in play, or that a particular player is the Drunk, is MUCH easier to achieve if the number of people publicly claiming to be Outsiders supports your story. For example, if you are saying that the {{Good|Virgin}} is drunk, and there is supposed to be just the one Outsider in play, but the real {{Good|Saint}} has revealed who they are, then the only way for the {{Good|Virgin}} to be the Drunk is if the {{Good|Saint}} is lying. If you bluff as an Outsider, or if a fellow evil player bluffs as an Outsider, then it is much easier to convince the good team that a Drunk is in play, because the extra Outsiders make it look like a {{Evil|Baron}} is in the game, which would add two extra Outsiders.


* If your Townsfolk dies, you as the "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}} Pixie and the O.G. {{Good|Fortune Teller}} died two days ago, you should have two nights of info!
* If you want a fellow evil player to back up your bluff as the Drunk, get them to claim to be the {{Good|Librarian}}. The {{Good|Ravenkeeper}} and {{Good|Undertaker}} work well too, but one of you will have to die for that to work.


* If one of the three Demon bluffs is Pixie then you’ve got a lot of options to play with.
* If you intend to bluff as the Drunk later in the game, and you believe you can succeed, initially give opposite information to what you want the good team to believe. If you are claiming to be the {{Good|Empath}} for example, and later in the game you want to execute your good neighbours, then initially tell the group that both your neighbours are good - if later on, the group comes to believe that you are the Drunk, then they will assume that at least one of your neighbours is evil and execute them both.
** 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 Pixie is actually in play, it’s unlikely that they’ll come out as the 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 Pixie while the real Pixie feels compelled to remain silent in order to maintain their own madness. When they finally announce that they’re the real Pixie, they’ll have an uphill battle to unseat you as the "legitimate" Pixie.
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[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Outsider]]

Revision as of 14:37, 22 March 2023

Icon drunk.png Information

Type Townsfolk

"This is all perfectly *burp* logical. I know that Miss Dearheart is a Fortune Teller. Mrs Dearheart swears that Jenkins here is her Butler. It's simple *hic* deduction."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."

The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.

How to Run

Examples

The Drunk, who thinks they are the Soldier, is attacked by the Imp. The Drunk dies.

The Drunk, who thinks they are the Empath, wakes and learns a "0,” even though they are sitting next to one evil player. The next night, they learn a "1.".

The Drunk, who thinks they are the Ravenkeeper, is killed at night. They choose the Saint, but learn that this player is the Poisoner.

The Fortune Teller is executed. That night, the Drunk, who thinks they are Undertaker, learns that the Drunk died today.

Tips & Tricks

  • The Drunk will never know that they are the Drunk - they will start the game with a Townsfolk token and behave as that Townsfolk normally while receiving bad information. Figuring out if you are the Drunk can only be discovered via gameplay; be looking for tells like information you receive being demonstrably false, or your ability failing (e.g. A Soldier dying at night).
  • Figuring out if a Drunk is in play is important - this will allow Townsfolk to know whether or not they should be scrutinizing their information. The most obvious tell that a Drunk may be in the town is if there are more or fewer Outsiders than you expected (if more, there might be a Baron who has let a Drunk into town).
  • If you suspect a Drunk is in play, it is important to determine which of the Townsfolk it is as soon as possible. There can only be one Drunk in play, so knowing who it is will allow you to treat their information skeptically, but it will also mean that all other Townsfolk can probably trust what they know to be true and reliable.
  • Differentiating the effects of a Drunk from a Poisoner can be difficult, but crucial. If only one person seems to be receiving false information, they might be the Drunk. If multiple people are receiveing sporadically good and bad information, that's probably the work of a dastardly Poisoner. Try to extrapolate from the case where either one is true, and see what inferences you can draw from that. Perhaps a Drunk being in play means that the Butler is lying? Or if there's a Poisoner in a game with only one Minion, you know that nobody who's been executed could have been the Imp.
  • Characters like the Undertaker and Ravenkeeper will see the Drunk character when checking that player. You do not register as a Townsfolk - you just think you are! This is also true for characters like the Virgin - a Drunk cannot activate them because they are not really a Townsfolk, they're an Outsider.
  • If you have figured out you are the Drunk, try to reverse engineer what you know. For example, if you thought you were the Empath and have been getting a read of '0', you should be suspicious that you have at least one evil neighbour after all. Or, if you thought you were an Investigator, you can probably assume that neither of the two players you saw were Minions!
  • Remember that the Drunk receives unreliable information, not false information. In the majority of cases, the information you receive will be wrong, but sometimes the Storyteller may tell you something that is true. This can happen when the alternative would definitely reveal you are the Drunk (e.g. The Drunk Ravenkeeper choosing themselves will be shown the Ravenkeeper).
  • Keep in mind that characters like the Slayer, Monk and Mayor cannot impact the game with their ability when they are actually the Drunk. For example, a Slayer will not kill a good player instead of the Demon; their shot will always fail.

Bluffing as the Drunk

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

  • You would not know that you are the Drunk at first. You would receive a Townsfolk character. The Storyteller would treat you as if you were that Townsfolk; check the relevant 'bluffing as' section to see how that character would wake (or not!)
  • The Drunk is the only good character that you can claim to be without another good character calling you out for claiming the same character as them.
  • Bluff as a character that has a power that can fail, then when your fake ability fails, act surprised, and put forward the possibility that you are the Drunk. For example, bluff as the Monk, and claim the player you protected died anyway. Bluff as the Soldier and kill yourself of a night time, or get the Demon to kill you. Bluff as the Slayer or nominate the Virgin, and act surprised when these character abilities have no visible effect.
  • Insinuate a Drunk is in play, and lead the group on a hunt to find out who it is. This will distract them from the main goal of finding the Demon, and will make them distrust their own good team.
  • Insinuate that a particular player is drunk. This is especially helpful if they have a damning case against your team, such as a Undertaker claiming that your dead Poisoner is indeed the dead Poisoner.
  • Convincing the group that a Drunk is in play, or that a particular player is the Drunk, is MUCH easier to achieve if the number of people publicly claiming to be Outsiders supports your story. For example, if you are saying that the Virgin is drunk, and there is supposed to be just the one Outsider in play, but the real Saint has revealed who they are, then the only way for the Virgin to be the Drunk is if the Saint is lying. If you bluff as an Outsider, or if a fellow evil player bluffs as an Outsider, then it is much easier to convince the good team that a Drunk is in play, because the extra Outsiders make it look like a Baron is in the game, which would add two extra Outsiders.
  • If you want a fellow evil player to back up your bluff as the Drunk, get them to claim to be the Librarian. The Ravenkeeper and Undertaker work well too, but one of you will have to die for that to work.
  • If you intend to bluff as the Drunk later in the game, and you believe you can succeed, initially give opposite information to what you want the good team to believe. If you are claiming to be the Empath for example, and later in the game you want to execute your good neighbours, then initially tell the group that both your neighbours are good - if later on, the group comes to believe that you are the Drunk, then they will assume that at least one of your neighbours is evil and execute them both.