Actions

Matron and Sailor: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 4: Line 4:


<div id='character-details'>
<div id='character-details'>
[[File:icon_matron.png|250px]]
[[File:icon_sailor.png|250px]]
<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>
<p class='flavour'>"I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!"<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>
[[File:logo_trouble_brewing.png|200px]]
[[File:logo_bad_moon_rising.png|200px]]


<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 14: Line 14:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>
Line 23: Line 27:
<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Matron chooses which players sit where.
The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.


__TOC__
__TOC__
Line 29: Line 33:
== Character Text ==
== 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."
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."
<br><br>
<br><br>


Line 37: Line 41:


<div class='example'>
<div class='example'>
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.
The Sailor chooses the {{Good|Exorcist}}, and the Storyteller decides that the {{Good|Exorcist}} is drunk. That night, the Sailor is attacked by the {{Evil|Shabaloth}}. The Sailor remains alive. The next day, the Sailor is executed but remains alive.
</div>
 
<div class='example'>
During the day, the {{Good|Gossip}} made a public statement they thought was false, but was actually true. That night, the {{Good|Gossip}} ability kills a player. The Sailor has made themself drunk, and the Storyteller decides that the Sailor dies.
</div>
</div>


<div class='example'>
<div class='example'>
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}}.
The Sailor chooses the {{Evil|Mastermind}}, but the Storyteller decides that the Sailor is drunk. The next day, the Sailor asks to be executed to “prove they are the Sailor,but dies because they’re drunk.
</div>
</div>


</div>
</div>


== Tips & Tricks (if you are good) ==
== Tips & Tricks ==


* 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.  
* If you chose a Townsfolk at night, you are probably sober. If you chose an Outsider, Minion, or Demon, you are probably drunk. The Sailor's ability to stay alive is extremely powerful, and the Storyteller will usually take every opportunity to make the good team pay for that by making Townsfolk drunk wherever possible, and by making you drunk whenever you choose a non-Townsfolk.


* 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.
* Pick players that you'd like to see drunk, such as players that you suspect of being evil, or Townsfolk that are currently less useful than others. A drunk {{Good|Grandmother}} or {{Good|Fool}} is probably going to be less harmful than a drunk {{Good|Exorcist}} or {{Good|Courtier}}.


* 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.
* Maximize your survivability by going out of your way to make other players drunk. If you keep choosing Townsfolk, particularly powerful Townsfolk, you can survive until the final day much more easily than other players.


* 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.
* Tell players who you have chosen at night so they know they might be drunk. This is crucial. For example, a drunk {{Good|Innkeeper}} will need to know that it is possible that their ability didn't work the night when there were no deaths, or the drunk {{Good|Chambermaid}} will need to know that their information might be false.


* 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.
* Communicate with other players to find good candidates to make drunk. You won't want to be hitting the bars with any old Tom, Dick, or Harry... you're the distinguished sort. If you can find out which players are which characters, you'll be able to work as a team better. Drunker, but better.


* 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 can prove that you are the Sailor by deliberately getting executed. If you are sober, you won't die. From this point on, if the group is convinced that you are indeed the Sailor and not simply protected by the {{Evil|Devil's Advocate}}, then you should be able to stay alive until the final day, which gives the good team a drastically increased chance of finding the Demon. After all... they know it's not you.
<br>
<br>


== Tips & Tricks (if you are evil) ==
== Bluffing as the Sailor ==
 
* 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 {{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.
* Unlike a real Sailor, you will probably die if you are executed! Unless you have a wily {{Evil|Devil's Advocate}} helping you out, it's probably best to avoid getting yourself killed just to prove a point. Some towns will be particularly gung ho about this, so approach with caution and give your group better options to kill that day.


* 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.
* Try to convince powerful characters that they are drunk because of you. If someone has just revealed they are the {{Good|Tea Lady}} who is suspicious of an evil neighbour? Well oh no! You've been picking them every night, so it's probably why their ability didn't work. Even the possibility that they were drunk will shake up a good player's convictions.


* 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.
* Use your "caused drunkenness" to cover for other evil players. For example, if a Minion is bluffing as the {{Good|Chambermaid}} and pulls out a number that doesn't gel with what the town knows? Well, they were drunk, of course - no wonder they got it all wrong!


</div>
</div>
</div>
</div>


[[Category:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 23:31, 4 March 2023

Icon sailor.png

"I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!"

Appears in Logo bad moon rising.png Information

Type Townsfolk
Artist Aiden Roberts

The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.

Character Text

"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."

Examples

The Sailor chooses the Exorcist, and the Storyteller decides that the Exorcist is drunk. That night, the Sailor is attacked by the Shabaloth. The Sailor remains alive. The next day, the Sailor is executed but remains alive.

During the day, the Gossip made a public statement they thought was false, but was actually true. That night, the Gossip ability kills a player. The Sailor has made themself drunk, and the Storyteller decides that the Sailor dies.

The Sailor chooses the Mastermind, but the Storyteller decides that the Sailor is drunk. The next day, the Sailor asks to be executed to “prove they are the Sailor,” but dies because they’re drunk.

Tips & Tricks

  • If you chose a Townsfolk at night, you are probably sober. If you chose an Outsider, Minion, or Demon, you are probably drunk. The Sailor's ability to stay alive is extremely powerful, and the Storyteller will usually take every opportunity to make the good team pay for that by making Townsfolk drunk wherever possible, and by making you drunk whenever you choose a non-Townsfolk.
  • Pick players that you'd like to see drunk, such as players that you suspect of being evil, or Townsfolk that are currently less useful than others. A drunk Grandmother or Fool is probably going to be less harmful than a drunk Exorcist or Courtier.
  • Maximize your survivability by going out of your way to make other players drunk. If you keep choosing Townsfolk, particularly powerful Townsfolk, you can survive until the final day much more easily than other players.
  • Tell players who you have chosen at night so they know they might be drunk. This is crucial. For example, a drunk Innkeeper will need to know that it is possible that their ability didn't work the night when there were no deaths, or the drunk Chambermaid will need to know that their information might be false.
  • Communicate with other players to find good candidates to make drunk. You won't want to be hitting the bars with any old Tom, Dick, or Harry... you're the distinguished sort. If you can find out which players are which characters, you'll be able to work as a team better. Drunker, but better.
  • You can prove that you are the Sailor by deliberately getting executed. If you are sober, you won't die. From this point on, if the group is convinced that you are indeed the Sailor and not simply protected by the Devil's Advocate, then you should be able to stay alive until the final day, which gives the good team a drastically increased chance of finding the Demon. After all... they know it's not you.


Bluffing as the Sailor

  • Unlike a real Sailor, you will probably die if you are executed! Unless you have a wily Devil's Advocate helping you out, it's probably best to avoid getting yourself killed just to prove a point. Some towns will be particularly gung ho about this, so approach with caution and give your group better options to kill that day.
  • Try to convince powerful characters that they are drunk because of you. If someone has just revealed they are the Tea Lady who is suspicious of an evil neighbour? Well oh no! You've been picking them every night, so it's probably why their ability didn't work. Even the possibility that they were drunk will shake up a good player's convictions.
  • Use your "caused drunkenness" to cover for other evil players. For example, if a Minion is bluffing as the Chambermaid and pulls out a number that doesn't gel with what the town knows? Well, they were drunk, of course - no wonder they got it all wrong!