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Atheist and Huntsman: Difference between pages

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[[File:icon_atheist.png|250px]]
[[File:icon_huntsman.png|250px]]
<p class='flavour'>"Let us disperse with unnecessary conjecture and silly paranoia. There is a perfectly rational explanation for everything. Yes, a teacup may indeed be orbiting the planet, too small to see, but I shall drink my tea from the very real china in my very real hands."</p>
<p class='flavour'>"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."</p>


<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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The Atheist knows that all players are good and that there is no such thing as Demons.
The {{Good|Huntsman}} saves the {{Good|Damsel}} before the Minions find her… hopefully.


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== Character Text ==
== Character Text ==


"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]"
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"
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<div class='example'>
There are three Outsiders in play, when there should be two. The players execute the Storyteller. Good wins.
The {{Good|Huntsman}} is woken on the 1st night, but does not use their ability. On the second night, the {{Good|Huntsman}} chooses the {{Good|Damsel}} player. The {{Good|Damsel}} becomes the {{Good|Undertaker}} and learns which player died today.
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<div class='example'>
The {{Good|Investigator}} learns that either the {{Good|Grandmother}} or the {{Good|Seamstress}} is the {{Evil|Boomdandy}}. The {{Good|Sweetheart}} nominates, and dies, even though there is no {{Evil|Witch}} in play. The {{Good|Slayer}} uses their ability on the {{Good|Gossip}}, who dies.
The {{Good|Huntsman}} chooses Lachlan. Lachlan is the {{Good|General}}, so nothing happens. The {{Good|Huntsman}} is no longer woken at night.  
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== Tips & Tricks ==
== Tips & Tricks ==


* If you are the Atheist, you know who the Demon is: nobody. You know exactly what to do to win the game: execute the Storyteller. If you can convince the other players that you are indeed the Atheist, then that will be enough to win the game.
* Find the {{Good|Damsel}} ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow ''and'' the {{Good|Damsel}} gets an ability they can use that night.


* Don't be too fussed if the other players don't believe you at first, and want to execute a few players. Executing the Storyteller on day one just because one player claims to be the Atheist is a big risk for most players to take, and it is smart to play for a few days to get as much information as possible. Claim that you are the Atheist, again and again, and have patience.
* Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like {{Good|Dreamer}}. Even the {{Good|Undertaker}} can be great for you as confirming that the {{Good|Damsel}} is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!


* Reveal your character early. There isn't really much point lying about who you are, since there are no evil players to fool, and no Demon attacks to avoid at night.  
* The {{Good|Damsel}} is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a {{Good|Damsel}}. If a character seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the {{Good|Damsel}} that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability.


* Convince as many players as possible to reveal their characters and information as early as possible. There is little point hiding information, since the player you need to beat is the Storyteller, and the Storyteller already knows everything.  
* Privately claim to be the {{Good|Damsel}} to other players. This can be useful to flush out the {{Good|Damsel}} and the various Minions. Characters that can prove who they are, like the {{Good|Virgin}} or {{Good|Golem}}, can be great to give you a trusted person to arrange a private meeting as both you and the {{Good|Damsel}} can freely claim your respective characters to this confirmed player.


* If there are characters on the script that could make you drunk, such as the {{Good|Drunk}}, do everything you can to figure out whether or not you are drunk. If you are the {{Good|Drunk}}, then you are not the Atheist at all, there is no Atheist in play, there are hidden evil players amongst you, and executing the Storyteller will result in the evil team winning.
* Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your {{Good|Damsel}}, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your {{Good|Damsel}}. However, be careful as the {{Good|Damsel}} might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.  


* Don't be afraid to die. Most players will want to kill the Atheist at some stage, just in case you are evil. Dying so that the good team can win is worth it, even though it will result in the Storyteller killing an extra player (or more!) that night.
* Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the {{Good|Damsel}} or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the {{Good|Damsel}} for that matter!), they can't hurt your real {{Good|Damsel}} anymore.  
 
* If all the good team's information makes sense and is consistent, then kill all the players that this information points to as evil. Once all these players are dead, it should be much easier to convince the other players that you are the Atheist.
 
* If the good team's information has some noticeable inconsistencies, such as once player learning that an {{Evil|Evil Twin}} is in play and another learning that a {{Evil|Scarlet Woman}} is in play in a one-Minion game, then highlight these inconsistencies to the group as evidence that the Storyteller is breaking the rules.  
 
* If there are any characters in play that have game-ending abilities, such as the {{Good|Mayor}} or {{Good|Saint}}, then check with the Storyteller as to whether or not the game will end if you take a risky action. It is best that all players know beforehand, when they are about to do something that could end the game, with either a win or a loss.
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== Bluffing as the Amnesiac==
== Bluffing as the Huntsman ==
 
* If you are a Minion, you can bluff as the Atheist without worrying that there will be another Atheist in play. There are no evil players in an Atheist game, so the fact that you are an evil Minion means that there is no Atheist.


* If you are the Demon, you can bluff as the Atheist, even if the Storyteller doesn't show you the Atheist as a bluff. There are no evil players in an Atheist game, so the fact that you are an evil player means that there is no Atheist.
When bluffing as the {{Good|Huntsman}}, there are a few things you should keep in mind:


* If you are bluffing as the Atheist, be prepared for the players to execute you at some stage. It is rare that any player claiming to be the Atheist will survive until the final day. So, bluffing as the Atheist tends to work best for characters who's ability is already used, such as the {{Evil|Baron}}, or will be used by the time you die, such as the {{Evil|Mezepheles}}. If there are characters that can keep the game going after the Demon dies, such as the {{Evil|Scarlet Woman}} or {{Evil|Mastermind}} or {{Evil|Imp}}, then this makes an Atheist bluff easier for the Demon.
* If you were the {{Good|Huntsman}}, a {{Good|Damsel}} would also be in play. At some stage, another evil player is going to need to claim to be the {{Good|Damsel}}, otherwise you are going to look pretty dodgy. Another evil player can come out as the {{Good|Damsel}} after they die. If you claim to be the {{Good|Huntsman}}, and another evil player is claiming to be the {{Good|Damsel}}, that's much more trustworthy than having a lonely {{Good|Huntsman}} looking suspicious.


* The first major strategy to win the game via an Atheist bluff is to spend your time convincing the good team that you are the Atheist. Unlike other characters, this may need a more social approach than usual, as most Atheists are loud and confident in what they know and what needs to happen to win. However, using the good team's information against them can also work, such as a {{Good|Empath}} learning that you are evil or a poisoned {{Good|Empath}} learning you are good - both of these result can be used as evidence that you are indeed the Atheist, since the Storyteller can break the rules to give the good team false information.
* Pretending to be the {{Good|Huntsman}} might flush out a real {{Good|Damsel}}. If you are convincing enough in your "search for the {{Good|Damsel}}" and manage to trick the real {{Good|Damsel}} into revealing who they are, a Minion can guess who the {{Good|Damsel}} is and win the game.  


* The second major strategy to win the game via an Atheist bluff is to convince the good team that the information that they have is inconsistent, that it points to too many players being evil, that it doesn't make sense. This is different than trying to convince them that a particular player or group of players is evil, which wouldn't make sense if you are the Atheist. If you can confuse the good team as to what is happening, they may execute the Storyteller in haste, or execute the wrong evil players and let the Demon survive. Either way, evil wins. This strategy works best with characters that can cause a lot of confusion, such as the {{Evil|Poisoner}} or the {{Evil|Vigormortis}}.
* The {{Good|Huntsman}} can be a useful fallback bluff if your initial bluff falls apart, because the {{Good|Huntsman}} is a good character that has reasons not to come out early. If you’re claiming to be the {{Good|Washerwoman}} or the {{Good|Virgin}} and your bluff falls apart, you can then come out as the {{Good|Huntsman}} saying you were trying to hide your real character.


* The third major strategy to win the game via an Atheist bluff is to convince the good team that the information that they have makes too much sense! In a real Atheist game, the Storyteller will often be trying their best to make all the information consistent, or at least to make all players appear to be good. Making the argument that everything is making too much sense is making the argument that the Storyteller is responsible. This strategy works best with characters that can appear to be good, such as the {{Evil|Spy}} or the {{Evil|Imp}}.
* If you’re a Minion, you know if the {{Good|Damsel}} is in play or not, and if not, you therefore know the {{Good|Huntsman}} is also not in play. It’s then relatively safe for two evil players to tag-team as a {{Good|Huntsman}}/{{Good|Damsel}} duo. The only risk is if you tag-team like this, then it’s expected that {{Good|Damsel}} has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the {{Good|Damsel}} to become. Alternatively, you can be the {{Good|Huntsman}} and claim that a dead Minion is the {{Good|Damsel}} to make them seem more trustworthy.


* If your plan is to convince the group that all players are good, get your teammates to give false information that is either very consistent or wildly inaccurate. If you goal is to get a few good players executed to increase the final-day chances of an evil win, get your teammates to give false information that converges on particular players being evil.
* Claim to be the {{Good|Huntsman}} even if this creates a double up. If there is no other {{Good|Huntsman}} the {{Good|Damsel}} is more likely to trust you. If there is another {{Good|Huntsman}} you’re going to create a dilemma and give the {{Good|Damsel}} terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual {{Good|Huntsman}} ability.


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Revision as of 16:10, 5 March 2023

Icon huntsman.png

"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."

Information

Type Townsfolk

The Huntsman saves the Damsel before the Minions find her… hopefully.

Character Text

"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"

Examples

The Huntsman is woken on the 1st night, but does not use their ability. On the second night, the Huntsman chooses the Damsel player. The Damsel becomes the Undertaker and learns which player died today.

The Huntsman chooses Lachlan. Lachlan is the General, so nothing happens. The Huntsman is no longer woken at night.

Tips & Tricks

  • Find the Damsel ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow and the Damsel gets an ability they can use that night.
  • Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like Dreamer. Even the Undertaker can be great for you as confirming that the Damsel is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!
  • The Damsel is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a Damsel. If a character seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the Damsel that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability.
  • Privately claim to be the Damsel to other players. This can be useful to flush out the Damsel and the various Minions. Characters that can prove who they are, like the Virgin or Golem, can be great to give you a trusted person to arrange a private meeting as both you and the Damsel can freely claim your respective characters to this confirmed player.
  • Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your Damsel, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your Damsel. However, be careful as the Damsel might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.
  • Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the Damsel or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the Damsel for that matter!), they can't hurt your real Damsel anymore.


Bluffing as the Huntsman

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

  • If you were the Huntsman, a Damsel would also be in play. At some stage, another evil player is going to need to claim to be the Damsel, otherwise you are going to look pretty dodgy. Another evil player can come out as the Damsel after they die. If you claim to be the Huntsman, and another evil player is claiming to be the Damsel, that's much more trustworthy than having a lonely Huntsman looking suspicious.
  • Pretending to be the Huntsman might flush out a real Damsel. If you are convincing enough in your "search for the Damsel" and manage to trick the real Damsel into revealing who they are, a Minion can guess who the Damsel is and win the game.
  • The Huntsman can be a useful fallback bluff if your initial bluff falls apart, because the Huntsman is a good character that has reasons not to come out early. If you’re claiming to be the Washerwoman or the Virgin and your bluff falls apart, you can then come out as the Huntsman saying you were trying to hide your real character.
  • If you’re a Minion, you know if the Damsel is in play or not, and if not, you therefore know the Huntsman is also not in play. It’s then relatively safe for two evil players to tag-team as a Huntsman/Damsel duo. The only risk is if you tag-team like this, then it’s expected that Damsel has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the Damsel to become. Alternatively, you can be the Huntsman and claim that a dead Minion is the Damsel to make them seem more trustworthy.
  • Claim to be the Huntsman even if this creates a double up. If there is no other Huntsman the Damsel is more likely to trust you. If there is another Huntsman you’re going to create a dilemma and give the Damsel terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual Huntsman ability.