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[[File:icon_gambler.png|250px]]
<p class='flavour'>"Heads, I win. Tails, you lose."<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:icon_innkeeper.png|250px]]
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<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#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]
 
<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/46634772/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-0-25%2F244172126-44100-2-2fce41dae6268.m4a">You need to enable JavaScript to play this audio</div>
 
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The Gambler can guess who is who... but pays the ultimate price if they guess wrong.
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== Summary ==
"Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk."
 
The Innkeeper protects people from death at night, but somebody gets drunk in the process.
* The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers.
* The Innkeeper only protects players at night, not the day.
* One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.
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== How to Run ==
 
Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with '''SAFE''' reminders. One of the chosen players becomes '''drunk'''—mark them with the '''DRUNK''' reminder. The players marked '''SAFE''' cannot die tonight.
 
At dawn, remove the '''SAFE''' reminders.
 
At dusk, remove the '''DRUNK''' reminder.
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== Character Text ==
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"Each night*, choose a player & guess their character: if you guess wrong, you die."
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== Examples ==
== Examples ==


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The Innkeeper protects the {{Good|Fool}} and the {{Good|Chambermaid}}. The Storyteller chooses that the {{Good|Fool}} becomes drunk. Tomorrow, when the {{Good|Fool}} is executed, they die, even though they hadn’t used their ability yet.
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The Gambler points to the {{Good|Minstrel}} player, then to the {{Good|Minstrel}} icon. This guess is correct, so the Gambler remains alive, but is killed by the Demon tonight anyway.
The Innkeeper protects the {{Evil|Assassin}} and the {{Evil|Po}}. The Storyteller chooses that the {{Evil|Assassin}} becomes drunk. Later that night, the {{Evil|Assassin}} uses their ability, but nothing happens.
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The Innkeeper protects themself and the {{Good|Pacifist}}. The Storyteller chooses that the Innkeeper becomes drunk. The {{Good|Pacifist}} is attacked by the Demon tonight and dies.
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The {{Evil|Devil's Advocate}} is bluffing as the {{Good|Pacifist}}. That night, the Gambler points to the {{Evil|Devil's Advocate}} player, then to the {{Good|Pacifist}} icon. This guess is wrong, so the Gambler dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* The Gambler is a high risk, high reward character. You get reliable information that can't be easily tainted, but you put your life on the line to do it. What a thrill!
* Your ability is powerful and when used effectively you can stall the evil team and keep your fellow good team safe. The price of your ability is steep, however - anyone protected by you becomes unreliable as they may be drunk for the night that they survive. Coordinating with your fellow good players to find ideal targets to protect is absolutely vital - some characters (such as the {{Good|Pacifist}} and the {{Good|Exorcist}}) become stronger the longer they survive, and you can enable that.
 
* Be mindful of the drunkenness your ability causes! Don't protect people who need to receive reliable information or use their ability with any sort of guarantee that night. If you know for example that a {{Good|Courtier}} is about to use their ability, you protecting them may cause them to become drunk and waste their powerful ability!
 
* Protect different people than who you publicly claim to be protecting. If the evil team believes what you are saying, they will not want to waste time targeting players who can't be killed. Meanwhile, you secretly protect other players that ''are'' potential victims, hopefully blocking the evil team from a necessary kill.


* Probably one of the strongest uses of your ability is to confirm other good players. Backing up the claims of a couple of players and their characters will go a long way to building trust, and there's really no ''bad'' option to confirm: knowing for certain that a {{Good|Pacifist}} is in play can be just as useful as knowing that a {{Good|Chambermaid}} is who they say they are.
* It can seem like a good idea to protect yourself using your ability, but this is generally not recommended - it is likely that the Storyteller will choose to make you drunk by your own ability, completely negating your protection and making both you and the other player vulnerable.  


* Choose the good players you most want to know about. The nature of your ability means that you're not the most likely to survive until final day, so try to maximize your chances of getting useful information before your luck runs out. This can mean taking a gamble on trusting one player for the sake of confirming a powerful role like the {{Good|Exorcist}} or {{Good|Courtier}}, giving the good team an ace in the hole at a critical moment later.
* If you think you know at least 2 evil players, select them both! Guarding them from death isn't ideal, but it does mean that one of them will be drunk that night. If you manage to get your hands on the Demon or a potent Minion like the {{Evil|Assassin}} or the {{Evil|Devil's Advocate}}, you're cutting off evil abilities at source! If you miss, though, you can almost guarantee that whichever player is good will be drunk.
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* There's a difference between taking a well reasoned gamble and throwing caution to the wind entirely and leaving it all up to Lady Luck. Using your ability to try and guess evil characters can be like this. Even if you have very strong suspicions that someone is evil, you still have to guess if they are a Minion or a Demon, and ''then'' you have four options in each category! The odds are not really in your favor. With that said...get it right, and you've hit the ''jackpot''.
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* Deliberately die to prove you are the Gambler. This can seem counter-intuitive, but if you have a few nights of confirming players and you want to dispel any suspicions of your reliability, predict your own death (preferably in private to someone you trust), and then that night, choose wrong. Dying in this way makes it very likely you are who you claim, and can be trusted
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* If you don't have any idea who to guess, you can guess yourself. Since you know for certain you are the Gambler, your ability will definitely not kill you that night, guaranteeing that ''you'' aren't responsible for your death. This is also useful if you suspect that you may be targeted by a wily Demon or {{Evil|Assassin}} in the night - if you choose yourself and still die, there's no ambiguity about the fact that you were targeted!
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== Bluffing as the Innkeeper ==


== Bluffing as the Gambler ==
When bluffing as the Innkeeper, there are a few things you should keep in mind:


When bluffing as the {{Good|Gambler}}, there are a few things you should keep in mind:
* If you are the Demon, kill different players, not the ones you claim to protect. If you claim to have protected the {{Good|Chambermaid}} during the night and the {{Good|Chambermaid}} is dead in the morning, then you have some explaining to do. If you are the Demon, or if you are a Minion that can co-ordinate with the Demon, you can attack players different to the ones you claim to protect.


* Help your fellow evil players by claiming to have guessed their character correctly, and that they are the good character that they are claiming to be. If you can convince the group that you are indeed the Gambler, you can convince the group that the {{Evil|Po}} that is claiming to be the {{Good|Tea Lady}} is actually the {{Good|Tea Lady}}, and you have the advantage.
* If your fellow evil players have bluffs that aren't working too well, claim to have protected them. This will make one or both of them look like they may be drunk, which gives them an excuse for the malfunctioning of their ability, whilst also providing an extra reason why they are still alive.


* If you back up good players by confirming that their characters are what they say, that makes you look good too. Players tend to trust players who trust them. However, since you are not putting any extra misinformation into the mix, good may be able to figure out who is evil.
* If good players are being being particularly troublesome, claim to protect them. The imagined possibility that they are drunk can throw enough doubt and confusion into the mix to effectively nullify their ability.  


* It is riskier, but saying that you have chosen a good player, guessed their character, and died because you guessed their character wrong, heavily implies that they are evil. If you intend guess a good player's character, and claim that they are evil, you will need to co-ordinate with the Demon so that you die tonight. After all, when a real Gambler guesses incorrectly, they die.
* To gain good team's trust, whilst also being a massive pain in the ass, privately tell people that you are the Innkeeper. Good players will often want to reveal their identity to the Innkeeper so as to either gain the Innkeeper's protection (if they are a character that wants to live at all costs) or to make sure that the Innkeeper never ever picks them (because they need be sober to use their ability). Knowing which players are which characters helps you directly, because you know who to kill, but it also makes those players trust you more.


* If you unexpectedly die at night, you can use that as evidence that you are the Gambler. Make sure that your "information" is as disruptive to the good team as possible.
* Have a backup bluff prepared in case it gets far too suspicious that you're still alive in the late game. It is rare, but not impossible for an Innkeeper to survive to the late game. Having a good reason to have been "lying", such as claiming to have been the {{Good|Fool}} all along, can be helpful. Characters such as the {{Good|Fool}}, {{Good|Sailor}}, {{Good|Goon}}, or a player sitting next to a {{Good|Tea Lady}} all have good reasons to lie about who they are to attract a Demon's attention, and the Innkeeper is a particularly juicy target for the Demon.
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* It is usually wisest to play it safe after a few nights of gambling. Guess 2 or 3 characters, spread some misinformation, then claim to be guessing yourself each night after that. Most Gamblers who continue pushing their luck night after night die fairly quickly, so when the late game arrives, you will want a believable excuse as to why you are still alive.
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[[Category:Bad Moon Rising]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Latest revision as of 18:04, 25 January 2024

Icon innkeeper.png Information

Type Townsfolk
Artist John Grist

"Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk."

The Innkeeper protects people from death at night, but somebody gets drunk in the process.

  • The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers.
  • The Innkeeper only protects players at night, not the day.
  • One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.

How to Run

Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.

At dawn, remove the SAFE reminders.

At dusk, remove the DRUNK reminder.

Examples

The Innkeeper protects the Fool and the Chambermaid. The Storyteller chooses that the Fool becomes drunk. Tomorrow, when the Fool is executed, they die, even though they hadn’t used their ability yet.

The Innkeeper protects the Assassin and the Po. The Storyteller chooses that the Assassin becomes drunk. Later that night, the Assassin uses their ability, but nothing happens.

The Innkeeper protects themself and the Pacifist. The Storyteller chooses that the Innkeeper becomes drunk. The Pacifist is attacked by the Demon tonight and dies.

Tips & Tricks

  • Your ability is powerful and when used effectively you can stall the evil team and keep your fellow good team safe. The price of your ability is steep, however - anyone protected by you becomes unreliable as they may be drunk for the night that they survive. Coordinating with your fellow good players to find ideal targets to protect is absolutely vital - some characters (such as the Pacifist and the Exorcist) become stronger the longer they survive, and you can enable that.
  • Be mindful of the drunkenness your ability causes! Don't protect people who need to receive reliable information or use their ability with any sort of guarantee that night. If you know for example that a Courtier is about to use their ability, you protecting them may cause them to become drunk and waste their powerful ability!
  • Protect different people than who you publicly claim to be protecting. If the evil team believes what you are saying, they will not want to waste time targeting players who can't be killed. Meanwhile, you secretly protect other players that are potential victims, hopefully blocking the evil team from a necessary kill.
  • It can seem like a good idea to protect yourself using your ability, but this is generally not recommended - it is likely that the Storyteller will choose to make you drunk by your own ability, completely negating your protection and making both you and the other player vulnerable.
  • If you think you know at least 2 evil players, select them both! Guarding them from death isn't ideal, but it does mean that one of them will be drunk that night. If you manage to get your hands on the Demon or a potent Minion like the Assassin or the Devil's Advocate, you're cutting off evil abilities at source! If you miss, though, you can almost guarantee that whichever player is good will be drunk.

Bluffing as the Innkeeper

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

  • If you are the Demon, kill different players, not the ones you claim to protect. If you claim to have protected the Chambermaid during the night and the Chambermaid is dead in the morning, then you have some explaining to do. If you are the Demon, or if you are a Minion that can co-ordinate with the Demon, you can attack players different to the ones you claim to protect.
  • If your fellow evil players have bluffs that aren't working too well, claim to have protected them. This will make one or both of them look like they may be drunk, which gives them an excuse for the malfunctioning of their ability, whilst also providing an extra reason why they are still alive.
  • If good players are being being particularly troublesome, claim to protect them. The imagined possibility that they are drunk can throw enough doubt and confusion into the mix to effectively nullify their ability.
  • To gain good team's trust, whilst also being a massive pain in the ass, privately tell people that you are the Innkeeper. Good players will often want to reveal their identity to the Innkeeper so as to either gain the Innkeeper's protection (if they are a character that wants to live at all costs) or to make sure that the Innkeeper never ever picks them (because they need be sober to use their ability). Knowing which players are which characters helps you directly, because you know who to kill, but it also makes those players trust you more.
  • Have a backup bluff prepared in case it gets far too suspicious that you're still alive in the late game. It is rare, but not impossible for an Innkeeper to survive to the late game. Having a good reason to have been "lying", such as claiming to have been the Fool all along, can be helpful. Characters such as the Fool, Sailor, Goon, or a player sitting next to a Tea Lady all have good reasons to lie about who they are to attract a Demon's attention, and the Innkeeper is a particularly juicy target for the Demon.