Actions

Butcher and Acrobat: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_butcher.png|250px]]
[[File:icon_acrobat.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#Traveller|Traveller]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Chloe McDougall</td>
</tr>
<tr>
<td>Revealed</td>
<td>24/05/2020</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It tastes like chicken. More please."</p>
<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px|link=Sects & Violets]]
 
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/40581673/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-8-21%2F219606913-44100-2-e6c4fe58e8ff.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 36:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each day, after the 1st execution, you may nominate again."
"Each night*, if either good living neighbour is drunk or poisoned, you die."


The Butcher allows a second execution to occur per day.
The Acrobat dies if the people they neighbour are drunk or poisoned.
* After the first executed player has died, the Butcher may nominate a second player for execution. The Butcher may nominate a player that has already been nominated today, and the Butcher may make a nomination even if the Butcher already made a nomination earlier today.
* If a player is executed, even if they do not die, then the Butcher may use their ability. The players may choose to vote or not to vote, so there is no guarantee that this extra nomination will cause an execution—it still needs to get enough votes—but this second nomination does not need to exceed the vote tally of the previous nominations.
* If no execution occurs today, then the Butcher may not use their ability at all today.
</div>
</div>


Line 50: Line 44:
== How to Run ==
== How to Run ==


Each day, immediately after a player is executed, the Butcher may nominate a player for execution. (''Remind them if needed.'') To succeed, this nomination must tally votes of at least half the alive players, as normal, but does not have to exceed the votes of the execution that prompted the Butcher ability. If this second execution succeeds, it does not allow the Butcher to nominate a third player.
Each night except the first, check whether the good living neighbours of the Acrobat are drunk or poisoned, if either of them are - mark the Acrobat with the '''DEAD''' reminder.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
For the purpose of the Acrobat's ability, the {{Good|Drunk}} registers as drunk.
</div>
</div>
</div>
</div>
</div>


Line 62: Line 59:


<div class='example'>
<div class='example'>
The {{Evil|Witch}} is executed and dies. The Butcher then nominates the {{Good|Sage}}, who gets enough votes to be executed. The {{Good|Sage}} dies too.
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.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Traveler|Bone Collector}} is exiled, and then the {{Traveler|Harlot}} is exiled. There are no executions today. The Butcher does not get to nominate again, because exiles are not executions.
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}}, with the {{Evil|Boomdandy}}'s next neighbour being the {{Good|Tea Lady}}. 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.
</div>
</div>


<div class='example'>
<div class='example'>
The Butcher nominates the {{Good|Town Crier}}, but the {{Good|Town Crier}} is not executed. The {{Good|Mathematician}} gets more votes and is executed today. The game continues, and the Butcher nominates the {{Good|Town Crier}} again. This time, enough hands are raised, and the {{Good|Town Crier}} is executed.
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.
</div>
</div>


Line 80: Line 77:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are good) ==


* Only nominate players that you think you can execute. Executing 2 players per day is extremely helpful to the good team. Instead of 1 player dying during the day by the choice of the group and 1 player dying at night (by the choice of the Demon), there will be 2 players dying per day by the choice of the group for every player that dies at night by choice of the Demon. The increase in probability alone is enough to give the good team a significant advantage. If you nominate players that end up executed, you maintain this advantage. If you nominate players that you end up slipping the noose (even if you think they are evil), then you lose this advantage - your ability might as well be non-existent.  
== 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.
 
* 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.
 
* 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.
 
* 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 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).
 
* 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 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 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.
 
* 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.  


* During the normal voting process, pay attention to which players get a lot of votes, but are not executed, and which players don't get many votes, but are not executed. Players that get an overwhelming number of votes are unlikely to be the Demon, since Minions rarely vote for the Demon is such dangerous circumstances. Players that don't get many votes are more likely to be the Demon, since the Minions are not voting for them. When it comes time for you to use your ability, choose wisely.  
* 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 the group keeps failing to vote for the players that you nominate, or if the group is talking about exiling you, then you can make a deal with them - you will nominate who they want you to nominate. Staying alive is better than being dead, even if it means that you go with the groups guesses instead of your own. You can always change your mind at the last minute and actually nominate a different player than the group wants you to... but they may exile you if you miss the Demon.
* 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 there is an {{Evil|Evil Twin}} in the game, be much more frugal with your nominations. If the Demon and the {{Evil|Evil Twin}} are both still alive when just 3 players are alive, it is possible that evil has already won. You don't want to accidentally bring the game to an early end, and an early loss, due to too many frivolous executions. This is particularly true if a {{Evil|Witch}} or {{Evil|Cerenovus}} is in-play and still alive.
* 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 the {{Evil|Witch}} curses you, this is great news! An Evil {{Evil|Witch}} will definitely want to keep an evil Butcher alive, so that fact that the {{Evil|Witch}} cursed you instead of a much more valuable target, basically confirms to the group that you are good. And, if you are good, the group knows that your choices for the extra nomination each day were made with the intention of killing the Demon. The group also knows that any other Travellers in play are much more likely to be evil, and should probably be Exiled.  
* 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.
</div>
</div>


Line 98: Line 112:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are evil) ==
== Bluffing as the Acrobat ==
 
When bluffing as the Acrobat, there are a few things you should keep in mind:


* Nominate. Nominate. Nominate. Vote. Vote. Vote. If you can secure an extra successful execution each day, then an evil victory is basically certain. Evil Butchers are incredibly dangerous. If the group kills a good player each day, and you nominate and execute a good player, and the Demon kills at night, that means 3 good players are dying each 24 hours. The good team can not sustain that level of loss for long. Even if the group kills a Minion each day, you nominate and execute a good player, and the Demon kills at night, that means that 2 good players and 1 Evil player is dying every 24 hours - even this rate of loss is crippling to the good team.
* 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.  


* You know who the Demon is. Never nominate them using your ability. If even half the group votes, no other nominees can be nominated to exceed that tally, so there is no way to fix a foolish mistake.  
* 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 really, really think that the good team trusts the Demon player, nominate them using your ability. You need to be certain that even half the group won't vote for the Demon, and be prepared for the good team to think that you are evil - after all... why would a good Butcher nominate such a trusted player? However, looking like an evil player that just nominated a trusted good player can work wonders in cementing the Demon's reputation as good for the rest of the game. If you do this, do whatever you can to look as evil as possible. The more evil you look, the more good the Demon looks.  
* 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.


* Nominate Minions using your ability. Or don't. Whatever you think is best.  
* 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 an {{Evil|Evil Twin}}, a {{Evil|Witch}}, or a {{Evil|Cerenovus}} are in play, co-ordinate with them to see if you can quickly get the number of living players to just 3 - the {{Evil|Evil Twin}}, the good twin, and the Demon. At this point, evil has usually already won.  
* 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 the Demon is a {{Evil|Fang Gu}}, watch out! The Demon may change players without you realizing it, and you may accidentally nominate and execute the Demon. Talk with the other evil players to find out which Demon is in play, and stay up to date on all evil gossip. Similarly, if a {{Good|Snake Charmer}} becomes the Demon, you won't want to accidentally nominate your Demon, particularly late in the game.  
* 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.


</div>
</div>
Line 118: Line 134:
</div>
</div>


[[Category:Travellers]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]

Latest revision as of 11:42, 26 March 2024

Icon acrobat.png Information

Type Outsider
Artist Chloe McDougall
Revealed 24/05/2020

"Welcome, one and all, to the greatest show on earth."

Summary

"Each night*, if either good living neighbour is drunk or poisoned, you die."

The Acrobat dies if the people they neighbour are drunk or poisoned.

How to Run

Each night except the first, check whether the good living neighbours of the Acrobat are drunk or poisoned, if either of them are - mark the Acrobat with the DEAD reminder.

For the purpose of the Acrobat's ability, the Drunk registers as drunk.

Examples

The Acrobat neighbours the Lycanthrope and the Amnesiac. The Lycanthrope has been poisoned by the 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.

The Acrobat neighbours the Moonchild and the Soldier. The Soldier is executed, and the Acrobat's living neighbours are now the Moonchild and the Boomdandy, with the Boomdandy's next neighbour being the Tea Lady. The Moonchild dies at night, and the Acrobat's living neighbours are now the drunk Sailor and the Boomdandy. The Acrobat dies.

The Acrobat neighbours the Imp and the Dreamer. The Imp also neighbours the Clockmaker. The Acrobat does not die, because neither the Dreamer nor the Clockmaker are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the Imp's status is not considered.) The Snake Charmer selects the Imp, turning the Imp's player into a good, poisoned Snake Charmer. The Acrobat dies.

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.
  • 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.
  • 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.
  • 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 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 Cerenovus there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the Fortune Teller there is no effect. However, if the Acrobat has the Recluse as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the Recluse to register as evil because they're poisoned).
  • 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 Poisoner, or you may be able to confirm the identity of a good player, such as the Sailor.
  • 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 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 Slayer from wasting their shot, or a Seamstress from ruining their hemlines.
  • 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 Widow in play, you know that neither of your neighbours are the target.
  • Look out for good players who can make other players drunk or poisoned, like the Innkeeper or Sailor, because they can help verify who you are by triggering your ability. Get the Innkeeper to choose both your neighbours as then one of them will be drunk. Likewise, get the Sailor to pick your neighbours, because then the Sailor knows if they're sober or not and could prove who they are after you've proved who you are.
  • 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 Assassin or the Gossip.
  • 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 Clockmaker is actually the 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.
  • 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.

Bluffing as the Acrobat

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

  • 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.
  • 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.
  • 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 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 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 Innkeeper, Tea Lady, Soldier, or Mastermind.
  • 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 Widow who has poisoned your neighbour.
  • 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.