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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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[[File:icon_tealady.png|250px]]
<td>Type</td>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aidan Roberts</td>
[[File:logo_trouble_brewing.png|100px]]
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower</span><div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
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<p class='flavour'>"If you are cold, tea will warm you. If you are too heated, tea will cool you. If you are depressed, tea will cheer you. If you are excited, tea will calm you."</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>
<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/43401976/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-10-15%2F231294105-44100-2-662e0f80f9778.m4a">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"If both your alive neighbors are good, they can't die."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Tea Lady protects her neighbours from death... as long as they are good.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* If both alive neighbors of the Tea Lady are currently good, those neighbors cannot die. The Demon cannot kill them, nor the Godfather, nor the Gossip. If they are executed, they do not die. The only exception is the Assassin, who can kill someone protected from death.
* They learn this only once and then learn nothing more.
* The Tea Lady’s alive neighbors are the two alive players closest to the Tea Lady—one clockwise and one counterclockwise. Skip past any dead neighbors.
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* However, if either alive neighbor is evil, or both are, then the Tea Lady does not protect her alive neighbors. If an evil player dies and the Tea Lady is now neighboring two good players, then neither can die.
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== How to Run ==
== How to Run ==


While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
If both alive neighbors of the Tea Lady are good, mark those neighbors’ character tokens with the Tea Lady’s '''CANNOT DIE''' reminders. If either alive neighbor of the Tea Lady is evil, remove these reminders. Update these reminders immediately based on this condition throughout the entire game (''such as if a player’s alignment changes'').
 
During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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If a player marked '''CANNOT DIE''' would die, they remain alive. If a player marked '''CANNOT DIE''' is executed, declare that the marked player is executed but remains alive. (''Do not say why.'')
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== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
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Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
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== Examples ==
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== Tips & Tricks ==
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The Tea Lady starts the game neighbouring the {{Evil|Mastermind}} and the good {{Good|Goon}}. The {{Evil|Mastermind}} is executed and dies. Now, the Tea Lady's alive neighbours are the good {{Good|Goon}} and the {{Good|Courtier}}. The Demon attacks the {{Good|Courtier}}, but the {{Good|Courtier}} remains alive. Later, the {{Good|Goon}} turns evil, and the Demon attacks the {{Good|Courtier}} again. This time, the {{Good|Courtier}} dies.
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* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
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The Tea Lady's alive neighbours are a good {{Traveler|Matron}} and a good {{Traveler|Judge}}. The {{Traveler|Matron}} is exiled but remains alive.  
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* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
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* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
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* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
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* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
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== Tips & Tricks ==


* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
* The Tea Lady is a powerful protector, but is vulnerable themselves. Deciding when and who you should reveal to will decide the strategies that you implement for each game moving forward. Revealing right away can help you coordinate executions on your neighbours early (best case scenario: confirming two good players), but will expose you to the evil team. Staying quiet or playing cautiously can make it harder to confirm information, but you will survive longer and could trick the demon into targeting your protected neighbours, wasting a precious kill. There's no right or wrong way to play - judge for yourself which strategy will play out best for the game you are in!


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* Execute your neighbours! If both your neighbours are good, they cannot die. The quickest and easiest way to test this is to execute - if they don't die, there's a good chance that it was your ability that saved them. Avoid characters who have immunity to execution normally (e.g. {{Good|Sailor}}, {{Good|Fool}}) as they will muddy the waters. You should also be cautious of the {{Evil|Devil's Advocate}}, who could mistakenly trick you into believing that an evil neighbour is actually good by timing their ability with your execution. Finally, be aware of the {{Good|Pacifist}} - while they're alive, the storyteller may choose to spare any good executees, which is indistinguishable from your ability activating.


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* You can also choose not to be proactive at all - instead, reveal nothing and wait to see how it plays out! This gives you the security of the demon not knowing who you are for certain, which can grant advantages to you based on the composition of your neighbours. If you have two good neighbours for example, the demon might attack them at night in their ignorance. For any other scenario, you must have at least one evil neighbour, which you will know for sure if any of your neighbours die, and can then choose to reveal once you have a suspect in mind. (Particularly potent versus characters like the {{Evil|Zombuul}}, who might choose to 'die' early, not realizing that you are their neighbour and they should not be able to!)


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* Build trust with your neighbours. Even before they have been confirmed as good, you should be encouraging them to work with you - after all, if they can prove that they're both good, then you can trust that your ability will be active and protecting them. In smaller games where executions are more precious, this can be critical in helping you rally the good team without necessarily having to spend time killing your neighbours to prove they are good.


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
* Whatever strategy you use, you can switch it up every time a neighbour dies, particularly if you believe that neighbour was the evil one. Your ability extends around to the closest living players, so every time you lose a player, you gain a player, and this time you may actually have two good neighbours! Beware though - as the game goes on, the chances of you acquiring an evil neighbour will get higher and higher. In the final days, you probably should assume that ''someone'' near you is evil unless you have strong evidence to the contrary.
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* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
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* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
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* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
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== Bluffing as the Tea Lady ==


* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
When bluffing as the Tea Lady, there are a few things you should keep in mind:


* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
* If both your living neighbours are good, do your best to get one or both of them executed. If the good team believes that you are the Tea Lady, they will usually be keen to execute your neighbours to gain information on their alignment. Keep doing this, if you can, until you run out of good living neighbours.


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
* If 1 or both of your living neighbours are evil, it is best to play it safe and campaign to keep your living neighbours alive. The good team wants to kill the Demon more than they want to kill willy-nilly, so you have some leeway.
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== Bluffing as the Washerwoman==
* Choosing when to reveal that you are the Tea Lady is crucial. If you reveal too early, the good team may wonder why you are still alive after 4 or 5 nights of the Demon killing other players. If you reveal too late, the good team may be suspicious that you were being too silent. Find the sweet spot in the middle.


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* If a {{Evil|Devil's Advocate}} is in play, get them to pick one of your living neighbours, then execute that player the following day. That will look exactly like you are the Tea Lady, who's ability has saved a good player. If you use this strategy, make sure that looking good is actually what you want. If you look like the Tea Lady, and you convince the group that both your living neighbours are good too, then the good team will be keen to execute anybody except the three of you.


* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
* If the group believes you are the Tea Lady, you need to direct the executions in way that is helpful to you. Chewing through players and getting closer and closer to the Demon can be dangerous. It is usually better to execute clockwise, if the Demon is close to you in an anti-clockwise direction, and to execute anti-clockwise if the Demon is close to you in a clockwise direction.
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* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
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* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
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* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
 
* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.


* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
[[Category:Bad Moon Rising]]
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[[Category:Townsfolk]]

Revision as of 15:34, 2 April 2023

Icon tealady.png Information

Type Townsfolk
Artist Aidan Roberts

"If you are cold, tea will warm you. If you are too heated, tea will cool you. If you are depressed, tea will cheer you. If you are excited, tea will calm you."

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

"If both your alive neighbors are good, they can't die."

The Tea Lady protects her neighbours from death... as long as they are good.

  • If both alive neighbors of the Tea Lady are currently good, those neighbors cannot die. The Demon cannot kill them, nor the Godfather, nor the Gossip. If they are executed, they do not die. The only exception is the Assassin, who can kill someone protected from death.
  • The Tea Lady’s alive neighbors are the two alive players closest to the Tea Lady—one clockwise and one counterclockwise. Skip past any dead neighbors.
  • However, if either alive neighbor is evil, or both are, then the Tea Lady does not protect her alive neighbors. If an evil player dies and the Tea Lady is now neighboring two good players, then neither can die.

How to Run

If both alive neighbors of the Tea Lady are good, mark those neighbors’ character tokens with the Tea Lady’s CANNOT DIE reminders. If either alive neighbor of the Tea Lady is evil, remove these reminders. Update these reminders immediately based on this condition throughout the entire game (such as if a player’s alignment changes).

If a player marked CANNOT DIE would die, they remain alive. If a player marked CANNOT DIE is executed, declare that the marked player is executed but remains alive. (Do not say why.)

Examples

The Tea Lady starts the game neighbouring the Mastermind and the good Goon. The Mastermind is executed and dies. Now, the Tea Lady's alive neighbours are the good Goon and the Courtier. The Demon attacks the Courtier, but the Courtier remains alive. Later, the Goon turns evil, and the Demon attacks the Courtier again. This time, the Courtier dies.

The Tea Lady's alive neighbours are a good Matron and a good Judge. The Matron is exiled but remains alive.

Tips & Tricks

  • The Tea Lady is a powerful protector, but is vulnerable themselves. Deciding when and who you should reveal to will decide the strategies that you implement for each game moving forward. Revealing right away can help you coordinate executions on your neighbours early (best case scenario: confirming two good players), but will expose you to the evil team. Staying quiet or playing cautiously can make it harder to confirm information, but you will survive longer and could trick the demon into targeting your protected neighbours, wasting a precious kill. There's no right or wrong way to play - judge for yourself which strategy will play out best for the game you are in!
  • Execute your neighbours! If both your neighbours are good, they cannot die. The quickest and easiest way to test this is to execute - if they don't die, there's a good chance that it was your ability that saved them. Avoid characters who have immunity to execution normally (e.g. Sailor, Fool) as they will muddy the waters. You should also be cautious of the Devil's Advocate, who could mistakenly trick you into believing that an evil neighbour is actually good by timing their ability with your execution. Finally, be aware of the Pacifist - while they're alive, the storyteller may choose to spare any good executees, which is indistinguishable from your ability activating.
  • You can also choose not to be proactive at all - instead, reveal nothing and wait to see how it plays out! This gives you the security of the demon not knowing who you are for certain, which can grant advantages to you based on the composition of your neighbours. If you have two good neighbours for example, the demon might attack them at night in their ignorance. For any other scenario, you must have at least one evil neighbour, which you will know for sure if any of your neighbours die, and can then choose to reveal once you have a suspect in mind. (Particularly potent versus characters like the Zombuul, who might choose to 'die' early, not realizing that you are their neighbour and they should not be able to!)
  • Build trust with your neighbours. Even before they have been confirmed as good, you should be encouraging them to work with you - after all, if they can prove that they're both good, then you can trust that your ability will be active and protecting them. In smaller games where executions are more precious, this can be critical in helping you rally the good team without necessarily having to spend time killing your neighbours to prove they are good.
  • Whatever strategy you use, you can switch it up every time a neighbour dies, particularly if you believe that neighbour was the evil one. Your ability extends around to the closest living players, so every time you lose a player, you gain a player, and this time you may actually have two good neighbours! Beware though - as the game goes on, the chances of you acquiring an evil neighbour will get higher and higher. In the final days, you probably should assume that someone near you is evil unless you have strong evidence to the contrary.

Bluffing as the Tea Lady

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

  • If both your living neighbours are good, do your best to get one or both of them executed. If the good team believes that you are the Tea Lady, they will usually be keen to execute your neighbours to gain information on their alignment. Keep doing this, if you can, until you run out of good living neighbours.
  • If 1 or both of your living neighbours are evil, it is best to play it safe and campaign to keep your living neighbours alive. The good team wants to kill the Demon more than they want to kill willy-nilly, so you have some leeway.
  • Choosing when to reveal that you are the Tea Lady is crucial. If you reveal too early, the good team may wonder why you are still alive after 4 or 5 nights of the Demon killing other players. If you reveal too late, the good team may be suspicious that you were being too silent. Find the sweet spot in the middle.
  • If a Devil's Advocate is in play, get them to pick one of your living neighbours, then execute that player the following day. That will look exactly like you are the Tea Lady, who's ability has saved a good player. If you use this strategy, make sure that looking good is actually what you want. If you look like the Tea Lady, and you convince the group that both your living neighbours are good too, then the good team will be keen to execute anybody except the three of you.
  • If the group believes you are the Tea Lady, you need to direct the executions in way that is helpful to you. Chewing through players and getting closer and closer to the Demon can be dangerous. It is usually better to execute clockwise, if the Demon is close to you in an anti-clockwise direction, and to execute anti-clockwise if the Demon is close to you in a clockwise direction.