Actions

Empath and Village Idiot: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 1: Line 1:
__NOTOC__
__NOTOC__  
<div class="row">
<div class="row">


<div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'>
  <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'>


<div id='character-details'>
      <div id='character-details'>


[[File:icon_empath.png|250px]]
[[File:icon_villageidiot.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Chloe McDougall</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"My skin prickles. Something is not right here. I can feel it."<p>
        <p class='flavour'>”Roses are blue, and violets are red, Please reverse what I just said.</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>
      </div>
<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/8680391/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-10-27%2F35819467-44100-2-9c0fdbf4a9dc6.mp3">You need to enable JavaScript to play this audio</div>


</div>
  </div>
 
</div>


<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


<div class="row">
      <div class="row">


<div class="small-12 large-6 columns">
        <div class="small-12 large-6 columns">  
== Summary ==
== Summary ==  
"Each night, you learn how many of your 2 alive neighbors are evil."
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"


The Empath keeps learning if their living neighbours are good or evil.
The Village Idiots are a group that learn players’ alignments.  
* The Empath only learns how many of their neighbours are evil, not which one is evil.
* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.  
* The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
* There may be one, two, or three Village Idiots in play, irrespective of the number of players.  
* The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.
* If there is only one Village Idiot in play, they are sober.
</div>
* The drunk Village Idiot may get true information.  
* When Village Idiots are added to the game during setup, they replace other Townsfolk.  
* If a Village Idiot is created mid-game, only one is created.
* Village Idiots act one at a time, not all together.
* If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.  
* If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.  
        </div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
        <div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder.
During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.
        </div>


== How to Run ==
      </div>
Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
</div>


</div>
  <div class='row'>


<div class='row'>
      <div class="small-12 large-12 columns" style="padding-right: 0;">


<div class="small-12 large-12 columns" style="padding-right: 0;">
== Examples ==  
 
<div class='example'>  
== Examples ==
Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the {{Evil|Kazali}}. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.  
 
</div>
<div class='example'>
<div class='example'>
The Empath neighbours two good players—a {{Good|Soldier}} and a {{Good|Monk}} . The Empath learns a '0'.
Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the {{Good|Heretic}} player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.  
 
The next day, the {{Good|Soldier}} is executed. That night, the {{Good|Monk}} is killed by the {{Evil|Imp}}. The Empath now detects the players sitting next to the {{Good|Soldier}} and the {{Good|Monk}}, which are a {{Good|Librarian}} and an evil {{Traveler|Gunslinger}}. The Empath now learns a '1'.
 
There are only three players left alive: the Empath, the {{Evil|Imp}}, and the {{Evil|Baron}}. No matter who is seated where, the Empath learns a '2'.
</div>
</div>


</div>
      </div>
 
</div>
 
<div class='row'>
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
 
== Tips & Tricks ==
 
* You get information based on the state of the game when you wake up (after the Demon has killed that night). This means that if one of your neighbours died in the night, you immediately start to learn about the next living player.
 
* The information you receive should inform how you handle your neighbours.
** If you get a "0", you are (probably) sitting between two good players who you can coordinate with and might want to try to keep alive.
** If you get a count of "1", then one of your neighbours is trustworthy, and one is not. You should try to determine which one of your neighbours you trust, and eliminate the other one.
**If you get a count of "2", then you are sitting between two evil players, and should probably look to change that as soon as possible.
 
* If you trust your neighbours, keeping them alive drastically narrows the list of demon suspects.
 
* If your neighbours die, you will receive new information on the next nearest living player to you. Getting your neighbours killed means you know more. Coordinating with an {{Good|Undertaker}} to confirm the identities of your neighbours and getting new information down the line is a powerful combo. Even if your neighbours are both good, it can be worth executing a {{Good|Slayer}} who has used their ability so that you know if you can trust the information from the {{Good|Fortune Teller}} the other side of them.
 
* Coming out with your information early (especially if you know you're sitting near evil players) can help you coordinate with the rest of the good team to further check out your suspects.
 
* Waiting to reveal your information means that you can protect your good neighbours or keep an eye on your evil ones, as well as gather a wider portfolio of information.
 
* If you get a count of "1" or "2", consider telling your neighbours you got a count of "0" instead. This will make you appear to be the {{Good|Drunk}} or poisoned, and the evil team may be more inclined to keep you alive since you do not appear to be a threat. You could also try claiming to be the {{Good|Soldier}} or another character the Demon doesn't want to attack. Remember to come out with your real information before the end of the game!
 
* Travellers who neighbour you count for your information. If you're suddenly getting a "1" when previously you were getting "0", look to the newly arrived Traveller with some suspicion.
 
* Beware the {{Evil|Spy}}! They may register as good for you, and give you an incorrect count. Additionally, the {{Good|Recluse}} may register as evil, making you believe you are sitting next to an evil player when that is not actually the case.
</div>
 
</div>
 
<div class='row'>
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Empath==


When bluffing as the Empath, there are a few things you should keep in mind:
  </div>


* Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"
  <div class='row'>


* Claiming you got a "0" will compel your good neighbours to trust you, allowing you to build up trust and redirect them away from your fellow evil team. This claim can also protect a fellow evil player, and give you a good reason to speak in secret.
      <div class="small-12 large-12 columns" style="padding-right: 0;">


* Falsly claiming that you got a "1" will allow you pit your good neighbours against each other, and undermine both of them in the eyes of the group. You can still use this to build up trust with a neighbour (by telling them you believe ''they're'' the good one), but also allows you to gun for the execution of your neighbour.
== Tips & Tricks ==
* Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
* Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).
* If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
* Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
* Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.
* Execute the Village Idiot that you think is drunk (in case they are actually evil).
* If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
* Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
* Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.  


* Claiming that you got a "1" when you neighbour an evil player, is dangerous, but can pay off. If you are a {{Evil|Scarlet Woman}} and claim you got a "1" when sat next to the {{Evil|Imp}} or vice versa can make it look to the rest of the group like if one of you is evil, the other is good - but be careful, because they might just decide to execute both of you.
      </div>


* Claiming to get a "2" is a more difficult but also more devastating bluff. Both of your neighbours will know you are lying and are evil, but if the group believes you, then you're undermining two good players and hopefully wasting the good team's time on executions.
  </div>


* When your neighbours die, you can try changing up your count - this can be used to further damn the recently dead, or to imply the surviving neighbour was evil all along. If you are trying a risky bluff, be conscious of this - claiming to still get a "2" after one of your evil neighbours has been killed might cast doubt on you.
  <div class='row'>


* An Empath is a powerful character, especially as their neighbours die and they get new information on other players. If you are alive in the late game, it may be seen as suspicious. Being secretive about who you are among the players, or claiming to be the {{Good|Drunk}}/poisoned are both great ways to justify your longevity if the group is getting suspicious.
      <div class="small-12 large-12 columns" style="padding-right: 0;">
</div>
== Bluffing as the Village Idiot ==
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.  
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
* If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team. If the good team is not executing Village Idiots, get the Demon to bluff Village Idiot.
* As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath.
* Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.  
* If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the {{Good|Damsel}} or {{Good|Heretic}}.  
      </div>


</div>
  </div>


</div>
</div>


[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]  
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 12:27, 26 January 2024

Icon villageidiot.png Information

Type Townsfolk
Artist Chloe McDougall

”Roses are blue, and violets are red, Please reverse what I just said.”

Summary

"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"

The Village Idiots are a group that learn players’ alignments.

  • The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
  • There may be one, two, or three Village Idiots in play, irrespective of the number of players.
  • If there is only one Village Idiot in play, they are sober.
  • The drunk Village Idiot may get true information.
  • When Village Idiots are added to the game during setup, they replace other Townsfolk.
  • If a Village Idiot is created mid-game, only one is created.
  • Village Idiots act one at a time, not all together.
  • If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.
  • If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.

How to Run

While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder. During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.

Examples

Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the Kazali. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.

Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the Heretic player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.

Tips & Tricks

  • Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
  • Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).
  • If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
  • Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
  • Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.
  • Execute the Village Idiot that you think is drunk (in case they are actually evil).
  • If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
  • Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
  • Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.

Bluffing as the Village Idiot

  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.
  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
  • If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team. If the good team is not executing Village Idiots, get the Demon to bluff Village Idiot.
  • As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath.
  • Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
  • If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the Damsel or Heretic.