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Village Idiot and Snitch: Difference between pages

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


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<td>Type</td>
<td>Type</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall</td>
<td>John Grist</td>
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<td>Artist</td>
<td>18/02/2021</td>
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        <p class='flavour'>”Roses are blue, and violets are red, Please reverse what I just said.</p>
<p class='flavour'>"It was John."</p>


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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>U8Q4pAbZ09E</youtube>


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== Summary ==
"Minions start knowing 3 not-in-play characters."


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The Snitch accidentally gives information to the evil team.
== Summary ==
* The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"
* These characters may be the same three that the Demon learns, or different characters.
* Each Minion may learn different characters to each other. Or they may all learn the same three characters.
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The Village Idiots are a group that learn players’ alignments.
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* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
== How to Run ==
* 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.
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During the first night, wake a Minion. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
== How to Run ==
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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.  
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== Examples ==  
== Examples ==
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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.  
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On the first night, the Demon and its two Minions all learn that the {{Good|Sage}}, {{Good|Innkeeper}}, and {{Good|Golem}} are not in play.
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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.  
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On the first night, the Demon learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Mastermind}} learns that the {{Good|Fool}}, {{Good|Monk}}, and {{Good|Saint}} are not in play. The {{Evil|Witch}} learns that the {{Good|Fool}}, {{Good|Flowergirl}}, and {{Good|Barber}} are not in play. The {{Evil|Fearmonger}} learns that the {{Good|Noble}}, {{Good|Amnesiac}}, and {{Good|Heretic}} are not in play.
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On the fourth night, the {{Evil|Pit-Hag}} creates a Snitch. All Minions learn three not-in-play characters.
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== Tips & Tricks ==
 
* When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the {{Good|Pixie}}, {{Good|Undertaker}}, {{Good|Saint}}, {{Good|Sage}}, or {{Good|Goon}}.
 
* Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
 
* Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.
 
* If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.
 
* If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
 
* Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.
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== Bluffing as the Snitch ==


== Tips & Tricks ==
When bluffing as the Snitch, there are a few things you should keep in mind:
*  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.


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* If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.


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* If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.


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* After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.


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* After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.
== Bluffing as the Village Idiot ==
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* 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}}.  
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[[Category:Experimental Characters]]  
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 22:02, 28 March 2024

Icon snitch.png Information

Type Outsider
Artist John Grist
Artist 18/02/2021

"It was John."

Character Showcase

Summary

"Minions start knowing 3 not-in-play characters."

The Snitch accidentally gives information to the evil team.

  • The Minions learn three not-in-play characters at the start of the game, just like the Demon does.
  • These characters may be the same three that the Demon learns, or different characters.
  • Each Minion may learn different characters to each other. Or they may all learn the same three characters.

How to Run

During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.

Examples

On the first night, the Demon and its two Minions all learn that the Sage, Innkeeper, and Golem are not in play.

On the first night, the Demon learns that the Fool, Monk, and Saint are not in play. The Mastermind learns that the Fool, Monk, and Saint are not in play. The Witch learns that the Fool, Flowergirl, and Barber are not in play. The Fearmonger learns that the Noble, Amnesiac, and Heretic are not in play.

On the fourth night, the Pit-Hag creates a Snitch. All Minions learn three not-in-play characters.

Tips & Tricks

  • When the Snitch is in play, all evil players know three characters to safely bluff as. This means that there will unlikely be more than one player claiming to be the same character. If any players are claiming to be the same character, they might be good characters. Pay attention to which good characters on the script have an incentive to lie about who they are - such as the Pixie, Undertaker, Saint, Sage, or Goon.
  • Approach players claiming to be the same characters with a view to them being good players. If you can guess which character they are by looking at the most likely character on the script that would hide their identity, such a player will likely trust you for the rest of the game. And you, them.
  • Encourage all players to share information about which character they are, and do so early. See if you can get every player to reveal the truth, or to stay silent. There is less benefit to good players lying about who they are in a Snitch game, because the evil team will probably recognise such lies. Since the evil team likely knows six not-in-play characters, good players bluffing as not-in-play characters are likely to not be fooling anyone except other good players. It's usually best if the good team just tells the truth to each other. Encourage this.
  • If you reveal that you are the Snitch early in the game, and explain to the good team that the evil team already have safe bluffs, then this should hopefully encourage the good team to start sharing their information as early as possible. Instead of waiting until the mid- or late-game to share information, sharing information as early as possible should benefit the good team more.
  • If you reveal that you are the Snitch late in the game, the good team would have played an otherwise normal game, except that the whole game occurred with no players double-claiming a character. Revealing late, under these circumstances, should make people trust you are the Snitch more, and not execute you. All good players trusting that you are the Snitch might not mean much on day 1, but when there are only three players left alive and you are one of them, it could mean everything. This strategy works best in games where the number of Outsiders is more likely to be known.
  • Be as active as you can. Get the group communicating with each other as much as you can. You know something. Yes, the information that you know is not great information, but it is information nonetheless. To win the game, the good team needs to know this information as well. Play as if you are a useful Townsfolk with a piece of information to share.

Bluffing as the Snitch

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

  • If you are the Demon, wait until most, or all, of the good players have revealed their characters before revealing that you are the Snitch. This will help the Minions choose not-in-play characters to bluff as. If a Minion bluffs as the same character as a good player, it is probably best to choose a different character to bluff as - unless you want that Minion to be executed. When one evil player bluffs as the Snitch, if another evil player bluffs as an in-play character, then the Snitch will look like they are lying.
  • If you are a Minion, talk to the Demon and ask which 3 characters are not in play, and relay this information to all other Minions. This will help all evil players to bluff as not-in-play characters and therefore sell that there is a Snitch in play.
  • After bluffing as the Snitch, encourage all good players to tell the truth about about which character they are. This will help the Demon choose the best player to kill at night, and which players the evil team should be voting to execute. This is riskier, as it requires the evil team to commit to bluffs earlier in the game, and discourages changing bluffs later.
  • After bluffing as the Snitch, encourage all good players to be silent about which character they are for as long as possible. If all the good players wait a while to reveal their characters, and all players reveal their characters late in the game with no two players claiming to be the same character, this makes the Snitch player more trustworthy, and less likely to be executed. It will seem more like the evil players have safe bluffs, and there is a Snitch in the game. If you are the only player claiming to be the Snitch, then you'll appear good.