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Drunk and Butler: Difference between pages

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[[File:icon_drunk.png|250px]]
[[File:icon_butler.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'>"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>
<p class='flavour'>"Yes, sir...<br>
No, sir...<br>
Certainly, sir."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<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;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."
"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."


The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.
The Butler may only vote when their Master (another player) votes.
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<div class='example'>
<div class='example'>
The Drunk, who thinks they are the {{Good|Soldier}}, is attacked by the {{Evil|Imp}}. The Drunk dies.
The Butler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Butler may too. If not, then the Butler may not raise their hand
</div>
</div>


<div class='example'>
<div class='example'>
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.".
A nomination is in progress. The Butler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Butler must lower their hand immediately.
</div>
</div>


<div class='example'>
<div class='example'>
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}}.
The Butler is dead. Because dead players have no ability, the Butler may vote with their vote token at any time.
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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 ==


* 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).
* The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.


* 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).  
* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.


* 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.
* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!


* 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}}.
* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.


* 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.
* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.


* 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!
*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Butler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.


* 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}}).
* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?


* 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.
* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.
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== Bluffing as the Drunk ==
== Bluffing as the Butler ==
 
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!)
When bluffing as the Butler, there are a few things you should keep in mind:


* 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.
* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.


* 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.
* Nobody suspects the Butler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Butler is a great bluff for good and evil players alike.


* 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.
* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.


* 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.
* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!


* 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}}.
* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.


* 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 you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!


* 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.
* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.


* 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 can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.


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Revision as of 15:20, 22 March 2023

Icon butler.png Information

Type Outsider
Artist Aiden Roberts

"Yes, sir...
No, sir...
Certainly, sir."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."

The Butler may only vote when their Master (another player) votes.

How to Run

Examples

The Butler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Butler may too. If not, then the Butler may not raise their hand

A nomination is in progress. The Butler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Butler must lower their hand immediately.

The Butler is dead. Because dead players have no ability, the Butler may vote with their vote token at any time.

Tips & Tricks

  • The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.
  • If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.
  • Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!
  • The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.
  • You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.
  • If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Butler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.
  • You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the Imp choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the Librarian who saw you, or else the Virgin whom you all know to be good?
  • This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.

Bluffing as the Butler

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

  • You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.
  • Nobody suspects the Butler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Butler is a great bluff for good and evil players alike.
  • You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.
  • Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!
  • You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.
  • If you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!
  • You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.
  • You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.