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Acrobat and Damsel: Difference between pages

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[[File:icon_acrobat.png|250px]]
[[File:icon_damsel.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'>"Welcome, one and all, to the greatest show on earth."</p>
<p class='flavour'>"Don't touch the hair, honey."</p>


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== Summary ==
== Summary ==
"Each night*, if either good living neighbour is drunk or poisoned, you die."
"All Minions know you are in play. If a Minion publicly guesses you (once), your team loses."


The Acrobat dies if the people they neighbour are drunk or poisoned.
The Damsel absolutely, positively cannot be found out by the evil team.
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<div class='example'>
<div class='example'>
The Acrobat neighbours the {{Good|Lycanthrope}} and the {{Good|Amnesiac}}. The {{Good|Lycanthrope}} has been poisoned by the {{Evil|Widow}}. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.
Marianna is the Damsel. She is bluffing as the {{Good|Lycanthrope}}. The {{Evil|Witch}} guesses that Marianna is the Damsel. Evil wins.
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<div class='example'>
<div class='example'>
The Acrobat neighbours the {{Good|Moonchild}} and the {{Good|Soldier}}. The {{Good|Soldier}} is executed, and the Acrobat's living neighbours are now the {{Good|Moonchild}} and the {{Evil|Boomdandy}}. The {{Good|Moonchild}} dies at night, and the Acrobat's living neighbours are now the drunk {{Good|Sailor}} and the {{Evil|Boomdandy}}. The Acrobat dies.
Doug is the Damsel. The {{Evil|Poisoner}} guesses that Julian is the Damsel. The game continues. The {{Evil|Goblin}} guesses that Doug is the Damsel. The game continues because the {{Evil|Poisoner}} has used up the one guess the Minions share.
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<div class='example'>
The Acrobat neighbours the {{Evil|Imp}} and the {{Good|Dreamer}}. The {{Evil|Imp}} also neighbours the {{Good|Clockmaker}}. The Acrobat does not die, because neither the {{Good|Dreamer}} nor the {{Good|Clockmaker}} are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the {{Evil|Imp}}'s status is not considered.) The {{Good|Snake Charmer}} selects the {{Evil|Imp}}, turning the {{Evil|Imp}}'s player into a good, poisoned {{Good|Snake Charmer}}. The Acrobat dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.
* Don't tell anyone that you are the Damsel! Don't even hint that you might be! If an evil player believes that you are the Damsel, then correctly guesses that you are the Damsel, the evil team wins.  


* Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.
* Tell one or two trusted players that you are the Damsel, so that the group doesn't put too much pressure on you to reveal who you are. You'll want to make very sure that these one or two players are good before telling them though. Characters that can confirm that they are good, such as the {{Good|Virgin}} or {{Good|Slayer}} are particularly useful, since you can sometimes trust them completely. Even characters that can almost prove that they are good, such as the {{Good|Undertaker}}, {{Good|Washerwoman}}, or {{Good|Juggler}} are worth talking to, trusting, and telling who you are.  


* There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.  
* Bluff as a Townsfolk, not an Outsider. All players know how many Outsiders are in play. All Minions know that a Damsel is in play. Minions will tend to be more suspicious of players claiming to be Outsiders if the number of claimed Outsiders equals the numbers of Outsiders in play. For example, if there is only meant to be one Outsider in play, and they know that there is a Damsel, and there is one player claiming to be the {{Good|Sweetheart}}, then the {{Good|Sweetheart}} is probably the Damsel.


* Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.  
* The Minions know you're in play. Be attentive to which players are watching and listening more than usual.  


* The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the {{Evil|Cerenovus}} there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the {{Good|Fortune Teller}} there is no effect. However, if the Acrobat has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).
* Avoid bluffing at all if the town is also fairly silent about their characters. If most other players have not revealed who they are, being silent means that you'll look like just another Townsfolk. Minions will need to choose randomly to guess correctly, and that's probably far too risky for them.  


* If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the {{Evil|Poisoner}}, or you may be able to confirm the identity of a good player, such as the {{Good|Sailor}}.
* If you are a good character that isn't the Damsel, but the Damsel is on the script, be aware that is a great reason for good players to lie and act suspicious. Treat other players with less suspicion, put less pressure on them to reveal who they are (even when they have been nominated), and generally cut the good team some slack. Assuming that a Damsel is in play, even when nobody has claimed to be the Damsel, means that the real Damsel has some cover.


* If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
* If you are a good character that isn't the Damsel, pretend to be the Damsel and see if you can bait the Minion players into guessing that you are the Damsel. You'll probably only be convincing by spreading a rumour, not publicly claiming to be the Damsel, but you never know. If a Minion guesses that you are the Damsel, then the good team has found out who a Minion is, which is fantastic information. This strategy works even if there is a real Damsel in play too - in which case, the real Damsel can safely come out as the Damsel, since the Minions are only allowed one Damsel-guess per game.  


* If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a {{Good|Slayer}} from wasting their shot, or a {{Good|Seamstress}} from ruining their hemlines.
* Boldly claim to be the Damsel who has already been chosen by the {{Good|Huntsman}} and changed into a different character! If this were true, you would no longer be the Damsel, and therefore the Minions guessing that you are the Damsel will have no effect. Minions may not want to reveal who they are to risk a guess on a Damsel claiming to no longer be the Damsel. Be aware though... this strategy is very risky. Since you will really still be the Damsel, evil can still win by guessing that you are the Damsel, and they know who you are now.


* If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a {{Evil|Widow}} in play, you know that neither of your neighbours are the target.  
* If you suspect there's a {{Good|Huntsman}}, make them your number one priority - if you transform into a townsfolk, you gain a cool ability, and you can't be named by the Minions anymore. The good team will be working to reunite you, while the evil team will be working to intercept, so tread carefully while you make the hunter the hunted!


* Look out for good players who can make other players drunk or poisoned, like the {{Good|Innkeeper}} or {{Good|Sailor}}, because they can help verify who you are by triggering your ability. Get the {{Good|Innkeeper}} to choose both your neighbours as then one of them will be drunk. Likewise, get the {{Good|Sailor}} to pick your neighbours, because then the {{Good|Sailor}} knows if they're sober or not and could prove who they are after you've proved who you are.
* If a Minion has come out and guessed who the Damsel is but it wasn't you, congratulations! The evil team only gets one chance for a Minion to name you, and that part of your ability is now inert. Feel free to come out and gloat a little bit!


* If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the {{Evil|Assassin}} or the {{Good|Gossip}}.
* If a Minion has come out and guessed who the Damsel is but it wasn't you, congratulations! However, maybe it's worth being wary - it could have been an evil Townsfolk or a Demon pretending to make the guess, exactly so you'll come out and gloat and then an actual Minion can use the guess on you and win the game through your own hubris...


* Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring {{Good|Clockmaker}} is actually the {{Good|Balloonist}}. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
* If you are killed (at night or by execution), you will no longer have an ability and can come out. Be wary about being too eager to get executed, though - Minions will be on the watch for that!


* Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.
* You hold the fate of the game in your hands. Very few characters have this power. Remember how important you are. Much like the {{Good|Heretic}}, your ability can lose your team the game if the wrong people learn who you are at the wrong time. While you are alive, you are the most dangerous good player in the game (to your own team!).
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== Bluffing as the Acrobat ==
== Bluffing as the Damsel ==
 
When bluffing as the Damsel, there are a few things you should keep in mind:
 
* The Damsel is a pretty dangerous character to be, since coming out to the wrong person at the wrong time could cost their entire team the game. If you're going to bluff as a Damsel, you need to embody that mindset - no Damsel would publicly come out to the group, for example. Play as if your ability will lose you the game (cautious, cagey, and openly lying), or the good team might smell that you are not as helpless as you seem!
 
* The Damsel is an advanced bluff compared to some due to its win/lose nature - both the good team and evil team are very incentivized to figure out who and where a Damsel is. Don't be discouraged though - while the good team will be paying extra attention to you, they can't easily call you out (because if they're wrong, they lose!) and if you manage to convince them? You're golden. A lot of risk for a lot of reward!


When bluffing as the Acrobat, there are a few things you should keep in mind:
* Damsels will typically try to pick out a good player they trust to bring into the fold, and you can do the same. Find a good player you want to spend a lot of time worrying about you and a potential {{Good|Huntsman}}, and not your Demon and the rest of the evil team. By sharing your secret, you can easily create a bond of trust that will last at least for a few days, and hopefully keep that player working on you and your problem as opposed to the more pressure issue of who the Demon is!


* Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.
* Coordinating with your evil team can lead to very effective Damsel bluffs. The most obvious option is to have one of you as the {{Good|Huntsman}} and one of you as the Damsel. Once they 'find' you and successfully turn you, you both come out and both look good! If you're going to try this, make sure to let the good team do the hard work of reuniting you - if you come together without any real reason to do so, players may find you suspicious instead. Also be ready to abandon the bluff if your fellow evil player comes under fire - the Damsel can exist without a {{Good|Huntsman}}, and if you look like the victim of a devious Minion trap, all the better!


* If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.
* If you can convince an evil teammate to fall on their sword, a triumphant Damsel coming out after the Minion has been tricked into guessing the wrong person is a great look. Not only will the good team be incredibly relieved that the Damsel's lose condition is off the table, but they'll be satisfied that an evil player has been outed! Be careful to time this well - a Minion making a Damsel guess will usually do so when they're either very certain or very desperate. Pull it off though, and you'll be believed good for the rest of the game!


* Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a {{Evil|Poisoner}} on the script, use the fact that you haven't died all game to suggest that there is none in the game.
* If you're going to pretend to have transformed, make sure to pick your new character carefully - doubling up with a good player will undo all your hard work so far since the {{Good|Huntsman}} always transforms the Damsel into something not-in-play.


* If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the {{Good|Innkeeper}}, {{Good|Tea Lady}}, {{Good|Soldier}}, or {{Evil|Mastermind}}.
* If you're going to pretend to have transformed, deliberately double up with another good player and accuse them of lying about their ability! The Damsel cannot become an in-play character, so if the town believes you, the other person must be lying. :)


* Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the {{Evil|Widow}} who has poisoned your neighbour.  
* If your first good bluff is falling apart, use the Damsel as a fallback - similar to the {{Good|Mutant}}, good players will probably back off if they think the reason you lied was to cover up your Outsider identity, rather than the fact you are evil. Everyone knows the Damsel is a potential problem, so some pointed eye contact and whispers should hopefully get your point across!


* When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.
* Try to get an evil player who's not a Minion to publicly guess someone as the Damsel. This may convince the Damsel that the Minions have used their one guess for the game and so they may reveal themselves publicly - allowing a real Minion to then guess the real Damsel and win. Be very careful here - in most games, the only evil players who aren't Minions will be the demon, so it's a risky strategy to pull off as it will often require the demon claiming to be an evil role. But if you have a good player who's turned Evil - perhaps the {{Good|Goon}}, or a player turned evil by the {{Evil|Mezepheles}} or {{Good|Bounty Hunter}} - they can serve this role admirably. Just make sure the evil player bluffing as the Minion doesn't pick the *actual* Damsel, as the Damsel will then be wise to their ruse when the game doesn't end.


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Revision as of 15:18, 22 March 2023

Icon damsel.png Information

Type Outsider

"Don't touch the hair, honey."

Summary

"All Minions know you are in play. If a Minion publicly guesses you (once), your team loses."

The Damsel absolutely, positively cannot be found out by the evil team.

How to Run

Examples

Marianna is the Damsel. She is bluffing as the Lycanthrope. The Witch guesses that Marianna is the Damsel. Evil wins.

Doug is the Damsel. The Poisoner guesses that Julian is the Damsel. The game continues. The Goblin guesses that Doug is the Damsel. The game continues because the Poisoner has used up the one guess the Minions share.

Tips & Tricks

  • Don't tell anyone that you are the Damsel! Don't even hint that you might be! If an evil player believes that you are the Damsel, then correctly guesses that you are the Damsel, the evil team wins.
  • Tell one or two trusted players that you are the Damsel, so that the group doesn't put too much pressure on you to reveal who you are. You'll want to make very sure that these one or two players are good before telling them though. Characters that can confirm that they are good, such as the Virgin or Slayer are particularly useful, since you can sometimes trust them completely. Even characters that can almost prove that they are good, such as the Undertaker, Washerwoman, or Juggler are worth talking to, trusting, and telling who you are.
  • Bluff as a Townsfolk, not an Outsider. All players know how many Outsiders are in play. All Minions know that a Damsel is in play. Minions will tend to be more suspicious of players claiming to be Outsiders if the number of claimed Outsiders equals the numbers of Outsiders in play. For example, if there is only meant to be one Outsider in play, and they know that there is a Damsel, and there is one player claiming to be the Sweetheart, then the Sweetheart is probably the Damsel.
  • The Minions know you're in play. Be attentive to which players are watching and listening more than usual.
  • Avoid bluffing at all if the town is also fairly silent about their characters. If most other players have not revealed who they are, being silent means that you'll look like just another Townsfolk. Minions will need to choose randomly to guess correctly, and that's probably far too risky for them.
  • If you are a good character that isn't the Damsel, but the Damsel is on the script, be aware that is a great reason for good players to lie and act suspicious. Treat other players with less suspicion, put less pressure on them to reveal who they are (even when they have been nominated), and generally cut the good team some slack. Assuming that a Damsel is in play, even when nobody has claimed to be the Damsel, means that the real Damsel has some cover.
  • If you are a good character that isn't the Damsel, pretend to be the Damsel and see if you can bait the Minion players into guessing that you are the Damsel. You'll probably only be convincing by spreading a rumour, not publicly claiming to be the Damsel, but you never know. If a Minion guesses that you are the Damsel, then the good team has found out who a Minion is, which is fantastic information. This strategy works even if there is a real Damsel in play too - in which case, the real Damsel can safely come out as the Damsel, since the Minions are only allowed one Damsel-guess per game.
  • Boldly claim to be the Damsel who has already been chosen by the Huntsman and changed into a different character! If this were true, you would no longer be the Damsel, and therefore the Minions guessing that you are the Damsel will have no effect. Minions may not want to reveal who they are to risk a guess on a Damsel claiming to no longer be the Damsel. Be aware though... this strategy is very risky. Since you will really still be the Damsel, evil can still win by guessing that you are the Damsel, and they know who you are now.
  • If you suspect there's a Huntsman, make them your number one priority - if you transform into a townsfolk, you gain a cool ability, and you can't be named by the Minions anymore. The good team will be working to reunite you, while the evil team will be working to intercept, so tread carefully while you make the hunter the hunted!
  • If a Minion has come out and guessed who the Damsel is but it wasn't you, congratulations! The evil team only gets one chance for a Minion to name you, and that part of your ability is now inert. Feel free to come out and gloat a little bit!
  • If a Minion has come out and guessed who the Damsel is but it wasn't you, congratulations! However, maybe it's worth being wary - it could have been an evil Townsfolk or a Demon pretending to make the guess, exactly so you'll come out and gloat and then an actual Minion can use the guess on you and win the game through your own hubris...
  • If you are killed (at night or by execution), you will no longer have an ability and can come out. Be wary about being too eager to get executed, though - Minions will be on the watch for that!
  • You hold the fate of the game in your hands. Very few characters have this power. Remember how important you are. Much like the Heretic, your ability can lose your team the game if the wrong people learn who you are at the wrong time. While you are alive, you are the most dangerous good player in the game (to your own team!).

Bluffing as the Damsel

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

  • The Damsel is a pretty dangerous character to be, since coming out to the wrong person at the wrong time could cost their entire team the game. If you're going to bluff as a Damsel, you need to embody that mindset - no Damsel would publicly come out to the group, for example. Play as if your ability will lose you the game (cautious, cagey, and openly lying), or the good team might smell that you are not as helpless as you seem!
  • The Damsel is an advanced bluff compared to some due to its win/lose nature - both the good team and evil team are very incentivized to figure out who and where a Damsel is. Don't be discouraged though - while the good team will be paying extra attention to you, they can't easily call you out (because if they're wrong, they lose!) and if you manage to convince them? You're golden. A lot of risk for a lot of reward!
  • Damsels will typically try to pick out a good player they trust to bring into the fold, and you can do the same. Find a good player you want to spend a lot of time worrying about you and a potential Huntsman, and not your Demon and the rest of the evil team. By sharing your secret, you can easily create a bond of trust that will last at least for a few days, and hopefully keep that player working on you and your problem as opposed to the more pressure issue of who the Demon is!
  • Coordinating with your evil team can lead to very effective Damsel bluffs. The most obvious option is to have one of you as the Huntsman and one of you as the Damsel. Once they 'find' you and successfully turn you, you both come out and both look good! If you're going to try this, make sure to let the good team do the hard work of reuniting you - if you come together without any real reason to do so, players may find you suspicious instead. Also be ready to abandon the bluff if your fellow evil player comes under fire - the Damsel can exist without a Huntsman, and if you look like the victim of a devious Minion trap, all the better!
  • If you can convince an evil teammate to fall on their sword, a triumphant Damsel coming out after the Minion has been tricked into guessing the wrong person is a great look. Not only will the good team be incredibly relieved that the Damsel's lose condition is off the table, but they'll be satisfied that an evil player has been outed! Be careful to time this well - a Minion making a Damsel guess will usually do so when they're either very certain or very desperate. Pull it off though, and you'll be believed good for the rest of the game!
  • If you're going to pretend to have transformed, make sure to pick your new character carefully - doubling up with a good player will undo all your hard work so far since the Huntsman always transforms the Damsel into something not-in-play.
  • If you're going to pretend to have transformed, deliberately double up with another good player and accuse them of lying about their ability! The Damsel cannot become an in-play character, so if the town believes you, the other person must be lying. :)
  • If your first good bluff is falling apart, use the Damsel as a fallback - similar to the Mutant, good players will probably back off if they think the reason you lied was to cover up your Outsider identity, rather than the fact you are evil. Everyone knows the Damsel is a potential problem, so some pointed eye contact and whispers should hopefully get your point across!
  • Try to get an evil player who's not a Minion to publicly guess someone as the Damsel. This may convince the Damsel that the Minions have used their one guess for the game and so they may reveal themselves publicly - allowing a real Minion to then guess the real Damsel and win. Be very careful here - in most games, the only evil players who aren't Minions will be the demon, so it's a risky strategy to pull off as it will often require the demon claiming to be an evil role. But if you have a good player who's turned Evil - perhaps the Goon, or a player turned evil by the Mezepheles or Bounty Hunter - they can serve this role admirably. Just make sure the evil player bluffing as the Minion doesn't pick the *actual* Damsel, as the Damsel will then be wise to their ruse when the game doesn't end.