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Gunslinger and Matron: Difference between pages

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<div id='character-details'>
<div id='character-details'>
[[File:icon_gunslinger.png|250px]]
[[File:icon_matron.png|250px]]
<p class='flavour'>"It's time someone took matters into their own hands. That someone... is me."<p>
<p class='flavour'>"Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners."<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
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</tr>
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<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Gunslinger kills players who vote.
The Matron chooses which players sit where.


__TOC__
__TOC__
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== Character Text ==
== Character Text ==


"Each day, after the 1st vote has been tallied, you may choose a player that voted: they die."
"Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private."
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} has been nominated. There are 10 players alive, and five votes for the {{Evil|Imp}}, so the {{Evil|Imp}} is about to die. The {{Traveler|Gunslinger}} chooses a voting player to die. They die, and the nomination continues, with the {{Evil|Imp}} still about to die.
The evil {{Traveler|Matron}} rearranges the seating order so that she is sitting next to the {{Good|Tea Lady}}. This way, the two of them can whisper to each other, and the {{Good|Tea Lady}}'s ability does not work.
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<div class='example'>
<div class='example'>
The players exile the {{Traveler|Thief}}. Then, the {{Good|Butler}} is nominated for execution and gets one vote. This is the first nomination for execution, since the {{Traveler|Thief}}’s exile does not count. The {{Traveler|Gunslinger}} chooses to kill the single voting player. Later that day, the {{Good|Saint}} is nominated and six players vote. The {{Traveler|Gunslinger}} cannot use their ability now because this is not the first vote for execution today.
The good {{Traveler|Apprentice}} gains the {{Good|Chambermaid}} ability. From now on, they learn who wakes at night. Later, the {{Good|Gambler}} guesses that the {{Traveler|Apprentice}} is the {{Good|Tea Lady}}. The {{Good|Gambler}} dies, because the {{Traveler|Apprentice}} is not the {{Good|Tea Lady}}, but the {{Traveler|Apprentice}}.
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== Tips & Tricks (if you are good) ==
== Tips & Tricks (if you are good) ==


* Hot diggity, you're the {{Traveler|Gunslinger}} ! Enjoy it while you can!
* If you see players whispering and conspiring together, separate them. Since you prevent players from having private conversations unless they are sitting next to each other, when you see two players plotting together like they are evil, put them on opposite sides of the room so that they can't do that any more.


* Deaths caused by your ability are not executions, and as such, they don't cause the day to end, and nor does the character you shot get seen by the {{Good|Undertaker}}.
* Reseat players that you are suspicious of so that they neighbour you. This way, you can keep an eye (and an ear) on their activities. Minions and Demons will find it difficult to plot and scheme with their fellow players if you keep them under a close, watchful eye.


* You get the opportunity to kill a player each day. Make the most of it, and remember to let the Storyteller know that you wish to use your ability. Doing so every day practically doubles the good team's chance of killing the Demon. Normally, each day / night, 2 players die - one due to the Demon attack, and one due to the daily execution. If you use your ability each day, two thirds of all deaths are chosen by the good team. These are great odds.
* Reseat players that you trust so that they neighbour you. You can find out who they are, find out what they know, share what you know, and then reseat them again to neighbour other players that you trust. This way, you can control the flow of private information in the game in such a way that the players that you trust are only talking to other players that you trust.


* Pay attention to the vibe of the group. Sometimes, the good players will not want you to kill a player each day. If you go against their desires, they may Exile you as soon as they can. Pay attention and get your fingers off the trigger if you want to stay alive.
* Don't reseat any players to be next to you. This is one of the more common tricks for an evil {{Traveler|Matron}} in order to learn info from the Demon/Minions as to what they should be doing. So if you make sure all of your swaps are elsewhere in the circle, you look more likely to be good.


* Pay attention to who isn't voting on the first nomination each day. Minions may be a bit laissez faire, but Demon players quickly learn how dangerous it can be to vote when you are in play. Demons will usually not vote if they think there is even a small chance that you will shoot them. Use this information to your advantage! By executing those players that seem fearful of voting, you may luck upon the Demon. Or, you may startle the Demon into voting, which gives you a chance of killing them single-handedly.
* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned between two good players (if you don't think the Demon knows who they are) so that their neighbours survive, or between players you suspect of being evil (if you plan to execute one of these players to test your theory). Seating a {{Good|Lunatic}} away from the players that they say are Minions prevents them from conspiring with them, should the {{Good|Lunatic}} actually be the Demon. If playing a Script game, put the {{Good|Empath}} between players that you want to learn about, or switch players around to prevent them from being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.


* It's ok if a few innocent bystanders die. Don't be afraid to take out a supposed {{Good|Undertaker}} or a suspicious looking {{Good|Recluse}}. As long as you kill a Minion or two as well , it was probably worth it.
* In [[Bad Moon Rising]], most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Chambermaid}} needs to talk to the players they choose to find out who they are. The {{Good|Courtier}} needs to find out which characters are in-play. The {{Good|Sailor}} needs to find out who to make drunk. Listen to which players are which characters, and do what you can to facilitate their private conversations. If you think the {{Good|Goon}} really needs to talk to the {{Good|Exorcist}} because there was no death last night, and this could be the result of either of their abilities, seat them next to each other so that they can swap information.
 
* You are the perfect way to deal with the {{Good|Saint}}. They can't be executed? You don't execute!
 
*If you live until just 3 players are left alive, be very wary of who you kill. The Demon may try to psyche you out and get you to kill Minion (or a good player), which will reduce the player count to just 2 players... and evil wins. Beware.
 
* Ignore all of the above advice, and never use your ability. Sit. Wait. Watch. Be passive and silent and unassuming. Watch people's body language and listen to what arguments they are making. When you think that you know who the Demon is, say nothing, and wait until that player votes on the first nomination of the day - then BOOM. Either you've won the game and have one very surprised dead Demon, or you blew it and killed a nobody.
 
* If there a 3 or more other Travellers in the game, you know that 1 of them is probably evil. It may be worth taking out an evil Traveller before they can do too much harm.
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== Tips & Tricks (if you are evil) ==
== Tips & Tricks (if you are evil) ==


* Just like a good {{Traveler|Gunslinger}}, it is best if you kill each day. After all, you have insider information on who you should be killing and who you shouldn't, so go nuts. The more destruction you cause, the quicker that the game will get to the final day, and the more evil players will be alive compared to good, which gives your team greater voting power. Just like a good gunslinger though, listen to the group's opinion on what your actions should be, and don't go kill crazy unless they want you to.  
* Reposition evil players so that they are neighbouring you. This will allow you to talk in private, learn who the other evil players are, and figure out what your strategy is. After the two of you have said what you needed to say to each other, you can reposition them elsewhere in the room.
 
* Obviously, shooting the Demon is a bad idea, unless you know you have a {{Evil|Scarlet Woman}}, or you're not playing Trouble Brewing and there's a {{Evil|Zombuul}} in the game. Luckily, you know who the Demon is, so that won't be a problem. But should you kill Minions? That depends. If Minions are looking suspicious, and you think that they may get executed soon anyway, putting a cap in that Minion's arse may be the best option. Each Minion that you kill reduces the number of living players alive down one number - and that means that an evil victory is one step closer. Killing a Minion that has already used their ability, such as a {{Evil|Baron}} or a {{Evil|Spy}}, is probably more helpful than keeping them alive. Killing a Minion that still has trouble to cause, such as a {{Evil|Poisoner}} or {{Evil|Scarlet Woman}} is probably a mistake.
** Of course, if you want to avoid shooting Minions, you'll have to learn who they are - be sure to coordinate with your Demon!
 
* Encourage the Demon to vote. Since you'll not be killing them, they can vote freely. Tell the group that the players that are not voting are probably the Demon.
 
* You can play it safe, if you want to stay alive longer. Each day, kill the player that looks the most suspicious, regardless of what character they are claiming to be. This will ingratiate you with the good team, because it looks like you are trying to kill evil players. You can even ask the other players who they think you should kill. If the good players see you repeatedly killing the players that they want to kill, you'll live a long time.


* You can throw caution to the wind, and kill the most dangerous, powerful good player to remove their ability from the game. If a {{Good|Fortune Teller}} keeps getting fantastic information, and is believed to be trustworthy by the good team, you can quickly and easily neutralize that threat. The downside is that the good team will quickly vote to exile you afterwards. But there are situations where it is worth it. Another example is if a {{Good|Soldier}} is in the game, and the good players overwhelmingly believe them, then you may foresee a troublesome final day where the {{Good|Soldier}} is one of three living players. To avoid this situation, sacrificing yourself to remove the {{Good|Soldier}} would be well worth it.
* Sit evil players next to evil players. By repositioning the Minions and Demon so that they are next to each other, they can talk and coordinate better. The {{Evil|Assassin}} will need to know what the {{Evil|Devil's Advocate}} and the {{Evil|Po}} are planning, so that they don't both accidentally kill the same player, for example.


* Use fear as a weapon. Nominate evil players, or bluff nominating evil players, and dare the good team to vote for it. You'll probably get exiled, but you can have some control over the execution for a day or two.
* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned next to an evil player (if the Demon plans on killing one of them tonight). Seating a {{Evil|Lunatic}} away from the players they believe are their Minions prevents them from talking to those players. If playing a Script game, put the {{Good|Empath}} next to the {{Good|Recluse}} to confuse their information, or switch players around to so that the most dangerous characters are being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.


* If the good players are foolish enough to keep you alive until just 3 players are left alive (not including Travellers), you've basically won. As soon as the first vote happens, kill a non-Demon player and seize victory.
* In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Tea Lady}} needs to encourage the Demon to attack their neighbours, or even get them executed, but without revealing that she is the {{Good|Tea Lady}}.  The {{Good|Gambler}} needs to learn who is in play. The {{Good|Gossip}} should be making public statements based on information that they suspect to be false, but don't know for certain. Listen to which players are which characters, and do what you can to prevent useful private conversations. If you think that two good players would really benefit from talking with each other, separate them as much as you can.


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Revision as of 22:50, 4 March 2023

Icon matron.png

"Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners."

Appears in Logo trouble brewing.png Information

Type Traveller

The Matron chooses which players sit where.

Character Text

"Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private."

Examples

The evil Matron rearranges the seating order so that she is sitting next to the Tea Lady. This way, the two of them can whisper to each other, and the Tea Lady's ability does not work.

The good Apprentice gains the Chambermaid ability. From now on, they learn who wakes at night. Later, the Gambler guesses that the Apprentice is the Tea Lady. The Gambler dies, because the Apprentice is not the Tea Lady, but the Apprentice.

Tips & Tricks (if you are good)

  • If you see players whispering and conspiring together, separate them. Since you prevent players from having private conversations unless they are sitting next to each other, when you see two players plotting together like they are evil, put them on opposite sides of the room so that they can't do that any more.
  • Reseat players that you are suspicious of so that they neighbour you. This way, you can keep an eye (and an ear) on their activities. Minions and Demons will find it difficult to plot and scheme with their fellow players if you keep them under a close, watchful eye.
  • Reseat players that you trust so that they neighbour you. You can find out who they are, find out what they know, share what you know, and then reseat them again to neighbour other players that you trust. This way, you can control the flow of private information in the game in such a way that the players that you trust are only talking to other players that you trust.
  • Don't reseat any players to be next to you. This is one of the more common tricks for an evil Matron in order to learn info from the Demon/Minions as to what they should be doing. So if you make sure all of your swaps are elsewhere in the circle, you look more likely to be good.
  • Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a Tea Lady can be repositioned between two good players (if you don't think the Demon knows who they are) so that their neighbours survive, or between players you suspect of being evil (if you plan to execute one of these players to test your theory). Seating a Lunatic away from the players that they say are Minions prevents them from conspiring with them, should the Lunatic actually be the Demon. If playing a Script game, put the Empath between players that you want to learn about, or switch players around to prevent them from being poisoned by the No Dashii. Do whatever you need to make the most of which players sit where.
  • In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The Chambermaid needs to talk to the players they choose to find out who they are. The Courtier needs to find out which characters are in-play. The Sailor needs to find out who to make drunk. Listen to which players are which characters, and do what you can to facilitate their private conversations. If you think the Goon really needs to talk to the Exorcist because there was no death last night, and this could be the result of either of their abilities, seat them next to each other so that they can swap information.


Tips & Tricks (if you are evil)

  • Reposition evil players so that they are neighbouring you. This will allow you to talk in private, learn who the other evil players are, and figure out what your strategy is. After the two of you have said what you needed to say to each other, you can reposition them elsewhere in the room.
  • Sit evil players next to evil players. By repositioning the Minions and Demon so that they are next to each other, they can talk and coordinate better. The Assassin will need to know what the Devil's Advocate and the Po are planning, so that they don't both accidentally kill the same player, for example.
  • Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a Tea Lady can be repositioned next to an evil player (if the Demon plans on killing one of them tonight). Seating a Lunatic away from the players they believe are their Minions prevents them from talking to those players. If playing a Script game, put the Empath next to the Recluse to confuse their information, or switch players around to so that the most dangerous characters are being poisoned by the No Dashii. Do whatever you need to make the most of which players sit where.
  • In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The Tea Lady needs to encourage the Demon to attack their neighbours, or even get them executed, but without revealing that she is the Tea Lady. The Gambler needs to learn who is in play. The Gossip should be making public statements based on information that they suspect to be false, but don't know for certain. Listen to which players are which characters, and do what you can to prevent useful private conversations. If you think that two good players would really benefit from talking with each other, separate them as much as you can.