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Pacifist and Village Idiot: Difference between pages

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[[File:icon_pacifist.png|250px]]
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<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>Aidan Roberts</td>
              <td>Chloe McDougall<
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<p class='flavour'>"Distrust all in whom the impulse to punish is powerful."</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_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
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<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/50781070/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-3-19%2F260469959-44100-2-8570b3cde84d.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
"Executed good players might not die."
 
The Pacifist prevents good players from dying by execution.
* When a good player is executed, the Storyteller chooses whether they die or live.
* As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
* If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
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== How to Run ==


If a good character is executed, declare either that they die or they remain alive. (''Do not say why.'') Then, begin the night phase. (''Whether the player lived or died, this was the one execution for the day.'')
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== Summary ==
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"


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The Village Idiots are a group that learn players’ alignments.
Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.
* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
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* There may be one, two, or three Village Idiots in play, irrespective of the number of players.
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* 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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== 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.
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== Examples ==
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The {{Good|Innkeeper}} is executed, but remains alive because of the Pacifist.
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== Examples ==
The Pacifist is in play. Good is winning. Even after 7 days, and 5 good players executed, the Pacifist ability has not saved anybody.
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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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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 Pacifist is in play. Evil is winning. The {{Good|Lunatic}} is executed, but remains alive. The next day, the {{Good|Professor}} is executed and dies, because the Pacifist is drunk. The next day, a good {{Traveler|Bishop}} is exiled and dies, because the Pacifist saves people from execution, not exile. The next day, the Pacifist is executed but remains alive because of the Pacifist.
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== Tips & Tricks ==
 
* Don't come out! Your ability keeps good players safe (at the Storyteller's discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a {{Good|Fool}} or a {{Good|Goon}}, and hold that line until you have very good reason to reveal who you are.
 
* You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don't have someone you trust that much, then simply play carefully until you die, or until it's late enough in the game that people need to know who you are anyway.
 
* Your ability is more potent in the late game, so survive as long as you can. The Storyteller is simply more likely to save a good player at a critical juncture as the game comes to a climax than they are to rescue someone from the town's blood thirst on the first day. Simply put, the longer you live, the better chance you will have of saving someone, so take whatever action you feel is necessary to make that happen.... within reason.
 
* Wait for your ability to trigger before making any sort of reveal. Seeing someone be saved from execution unexpectedly will prime the good team to believe you are in play anyway, whereas revealing early and then seeing your ability activate may lean them towards believing some shenanigans are at play.
 
* There are lots of reasons people may not die, so don't immediately assume it was you. Jumping the gun and coming out when in reality, a {{Good|Sailor}}, {{Good|Fool}} or {{Good|Tea Lady}}'s neighbour has just been saved from execution will paint a big target on your back, particularly if it is still early in the game.


* The {{Evil|Devil's Advocate}} is your worst enemy - capable of mimicking your ability and protecting their evil cohorts on top of that. Thanks to how similar your abilities are, the Pacifist is a popular bluff for this devious minion - tread carefully if you think one is in play, and in general try to avoid giving the good team a reason to succumb to the paranoia that you're trying to trick them.
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== Tips & Tricks ==  
== Bluffing as the Pacifist ==
*  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.


When bluffing as the Pacifist, there are a few things you should keep in mind:
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* Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn't going so well, switch to the Pacifist later in the game, or when put in the hot seat.
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* If a player is executed and does not die, immediately claim to be the Pacifist! The good team will probably begin to put together the pieces of the puzzle as to why that player didn't die, but in the meantime, you look extremely trustworthy. Even if the good team figures out the nature of the player's survival (due to such things as the  {{Good|Fool}}, {{Good|Tea Lady}}, {{Evil|Devil's Advocate}}, or {{Good|Sailor}}), you'll still look trustworthy, as that has not invalidated your bluff.
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* If you survive to the end and nobody has been saved from execution, blame the Storyteller. Sometimes, when the good team is winning by a significant margin, the Storyteller will not activate the Pacifist ability at all to give the evil team a chance. This is a perfectly reasonable, although uncommon, thing to happen, so claiming that the Storyteller has made this decision is reasonable. Of course, if you are actually a Minion, and keen to die on the final day instead of your Demon, do your best to either ignore this argument, or make it very poorly.
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== 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 VIs, get the Demon to bluff VI.  
* 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:Bad Moon Rising]]
[[Category:Experimental Characters]]  
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 12:20, 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 VIs, get the Demon to bluff VI.
  • 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.