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Chef and Recluse: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_chef.png|250px]]
[[File:icon_recluse.png|250px]]
<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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."<p>
<p class='flavour'>"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"</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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<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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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</div>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You start knowing how many pairs of evil players there are."
"You might register as evil & as a Minion or Demon, even if dead."


The Chef knows if evil players are sitting next to each other.
The Recluse might appear to be an evil character, but is actually good.
*  
*  
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<div class='example'>
<div class='example'>
No evil players are sitting next to each other. The Chef learns a '0'.
The {{Good|Slayer}} uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the {{Evil|Imp}}, so the Recluse dies. The {{Good|Slayer}} believes that they just killed the {{Evil|Imp}}.  
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Imp}} is sitting next to the {{Evil|Baron}}. Across the circle, the {{Evil|Poisoner}} is sitting next to the {{Evil|Scarlet Woman}}. The Chef learns a '2'.
The {{Good|Empath}}, who neighbours the Recluse and the {{Good|Monk}}, learns she is neighbouring one evil player. The next night, the {{Good|Empath}} learns they are neighbouring no evil players.
</div>
</div>


<div class='example'>
<div class='example'>
An evil {{Traveler|Scapegoat}} is sitting between the {{Evil|Imp}} and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.
The {{Good|Investigator}} learns that either the Recluse or the {{Good|Saint}} is the {{Evil|Scarlet Woman}}.
</div>
 
<div class='example'>
The Recluse is executed. The {{Good|Undertaker}} learns that the {{Evil|Imp}} was executed.
</div>
 
<div class='example'>
The Recluse neighbours the {{Evil|Imp}} and an Evil Traveller. Because showing a "2" to the {{Good|Chef}} might be too revealing, the {{Good|Chef}} learns true information, a "0,” instead.
</div>
</div>


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== Tips & Tricks ==
== Tips & Tricks ==


* At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. If you can find an {{Good|Empath}}, or {{Good|Fortune Teller}}, then knowing who is Good or Evil, or who is or is not the Demon, can be very powerful. This is because you know something about their neighbours too. Even learning about a {{Good|Washerwoman}}'s, {{Good|Librarian}}'s or {{Good|Investigator}}'s information can be great. For example, if you know that Evil players are sitting next to each other, and the {{Good|Investigator}} says that either player A or player B is a Minion, you know that a neighbour of player A or B is more likely to be Evil.
* Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the {{Good|Chef}}, {{Good|Empath}} or {{Good|Investigator}}. Characters that get further information, like the {{Good|Fortune Teller}} and {{Good|Ravenkeeper}} will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.


* If an {{Good|Undertaker}} sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.
* Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.


* Your information will be most useful towards the end of the game, so remember to be vocal at that point. When just three players are left alive, and you know for a fact that at least one of them is Evil, the knowledge that Evil players are, or are not, sitting next to each other, can decide the fate of the game. Remind the group of your vital information at this point.
* Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the {{Good|Undertaker}} will not get reliable information about you.


* Getting a "0" means that no Evil players are sitting next to each other; look for players who are getting up and whispering with each other during the day. They may be Evil, but remember that they may also just be Good players with secrets to tell.
* You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an {{Good|Empath}} who is saying that both their neighbours are good, or if a {{Good|Fortune Teller}} says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.


* If you know that Evil players are not sitting next to each other, and you believe that a particular player is Evil, you know their neighbours are Good. So, if the player two steps away from you is Evil, then the player sitting between the two of you must be Good.
* Don't get Slayed! The {{Good|Slayer}} will usually kill you if they select you, and this will make it look like you are the Demon and a {{Evil|Scarlet Woman}} is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an {{Good|Undertaker}} will usually learn that you are a Minion or Demon, confusing the good team even further.


* Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.
* Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the {{Good|Chef}} or {{Good|Empath}} can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.


* Getting a "2" can mean that there are two separate pairs of Evil players, or three Evil players sitting in a row. Remember that Evil Travellers count, and this can give you valuable information about their neighbours.
* If the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.
 
* The {{Evil|Spy}} might not register as an Evil player for your information, giving you an incorrect count. Similarly, the {{Good|Recluse}} might register as an Evil player for your information. For you to be able to trust your information, you will need to do what you can to reveal the existence of a {{Evil|Spy}} or a {{Good|Recluse}} as soon as possible. Simply asking the group if anybody is the {{Good|Recluse}} is sometimes enough. Finding out that a {{Evil|Spy}}  is in play may require you to use your intuition and to pay attention to which players are dying at night. If it looks like the Demon is killing far too efficiently, then a {{Evil|Spy}} may be helping them.
 
* If the game is a Teensyville game (any game with just five or six players), then the Demon and Minion won't know each other, and will be desperately trying to find out who each other are. Giving false Chef information to the group can trick the Evil players into trusting the wrong people. For example, saying that Evil players are sitting next to each other, when you know that they are not, means that the Demon may reveal themselves to a Good neighbour accidentally, or that a Minion will not vote for their Good neighbour's execution and will vote for the Demon's execution instead.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Washerwoman==
== Bluffing as the Recluse ==
 
When bluffing as the Recluse, there are a few things you should keep in mind:
 
* You would never wake, learn anything, or act during the day.


When bluffing as the Chef, there are a few things you should keep in mind:
* "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the {{Good|Empath}}. {{Good|Fortune Teller}} and even the {{Good|Investigator}}!


* You would have received your information on night one, and so should have it from that point onward. You will have been shown a number.
* Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities


* Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore less believable. Also, keep in mind that in smaller games, claims that there are two pairs of evil players sitting next to each other won't make sense, as there are only two evil characters in play. In general, even if the {{Good|Recluse}} registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.
* Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.


* Giving false information to the group can be very confusing to the good team. If the good team thinks that evil players neighbour each other, but they do not (or vice versa), then they will often tear each other apart due to their own suspicions, whilst you sit back and watch.
* As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the {{Good|Undertaker}} or {{Good|Ravenkeeper}} have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.


* Giving true information to the group can confirm some players' alignments, and help the good team figure things out. The upside is that because you have been so helpful, the good team will trust you, and keep you alive. Or, if they think you are evil, then they will often assume that the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.  
* Knowing that you register as evil will give the good team information to work with; be wary of characters like the {{Good|Chef}}, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.


* The Chef is a fairly easy character to bluff as. If you are a beginner, pretending to be the Chef can be a way to spread false information to the group, without needing to continually update your information as the game progresses.
* Claiming to be an Outsider can obscure the presence of a {{Good|Drunk}}, and perhaps imply the existence of a {{Evil|Baron}}.


* Be wary of the {{Good|Recluse}}! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a {{Evil|Spy}}, you may also wish to tailor your information based off the location of the {{Good|Fortune Teller}}'s Red Herring.
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[[Category:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 15:20, 22 March 2023

Icon recluse.png Information

Type Outsider
Artist Aiden Roberts

"Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!"

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You might register as evil & as a Minion or Demon, even if dead."

The Recluse might appear to be an evil character, but is actually good.

How to Run

Examples

The Slayer uses their ability on the Recluse. The Storyteller decides that the Recluse registers as the Imp, so the Recluse dies. The Slayer believes that they just killed the Imp.

The Empath, who neighbours the Recluse and the Monk, learns she is neighbouring one evil player. The next night, the Empath learns they are neighbouring no evil players.

The Investigator learns that either the Recluse or the Saint is the Scarlet Woman.

The Recluse is executed. The Undertaker learns that the Imp was executed.

The Recluse neighbours the Imp and an Evil Traveller. Because showing a "2" to the Chef might be too revealing, the Chef learns true information, a "0,” instead.

Tips & Tricks

  • Tell everyone that you are the Recluse as soon as possible! This way, much of the good players' misinformation can be accounted for, such as that from the Chef, Empath or Investigator. Characters that get further information, like the Fortune Teller and Ravenkeeper will know not to choose you. However, if the group knows that you are the Recluse, they may want to execute you anyway.
  • Alternatively, stay silent about which character you are until the final day. If you can figure out which other players are Outsiders, or which characters you have been registering falsly to (hopefully not many), then you may be able to convince the group that you are actually an Outsider. Since the good team will often want to kill a Recluse, and this is not of benefit to the team as a whole, then staying alive by any means necessary is a helpful way to win.
  • Remember that you are a good player, and are therefore generally a worse choice of execution than any evil player. You also might register as evil even after you're dead - the Undertaker will not get reliable information about you.
  • You will usually register as evil - be suspicious of anyone saying otherwise. If you are sitting next to an Empath who is saying that both their neighbours are good, or if a Fortune Teller says you are not the Demon, they are probably lying, and therefore evil. Similarly, anyone who claims to have information about you being evil can often be trusted.
  • Don't get Slayed! The Slayer will usually kill you if they select you, and this will make it look like you are the Demon and a Scarlet Woman is in play. This is not helpful to your team, and should be avoided at all costs. Similarly, avoid getting executed, since an Undertaker will usually learn that you are a Minion or Demon, confusing the good team even further.
  • Registering as evil can sometimes be quite helpful. Players who say that you are evil can often be trusted, and information like the Chef or Empath can be downright useful in helping you detect other evil players... if you can convince the group that you are not actually evil.
  • If the players are incredibly suspicious of you, and very much want to execute you, it is best to accept your fate before the final day happens. You can even vote for yourself to make sure you are executed. If the group thinks you are evil, then dying before the final day at least confirms that you are not the Demon, and will turn the good team's attention to other players. Dying on the second last day is safe. Dying on the last day means game over for you.

Bluffing as the Recluse

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

  • You would never wake, learn anything, or act during the day.
  • "I'm not evil, I just register that way" - Since the Recluse registers as evil, it's a great excuse for you to be registering as evil. This can help you avoid heat from characters like the Empath. Fortune Teller and even the Investigator!
  • Be as helpful to the good team as possible. Tell them early that you are the Recluse and be proactive about finding other Outsiders, making sure information isn't confused, etc. If they believe you are good, it'll be to their benefit to keep you alive, even if you appear to be messing up their abilities
  • Use the Recluse as a backup bluff, or stay quiet about your claim for a while - you can eventually reveal and say you have been hiding to confuse evil players by hiding the existence of your Outsider status, or so that you can check the claims of players gathering information since you would register evil to them.
  • As the Recluse continues to register as evil even when you are dead, you can maintain this bluff from beyond the grave, even when characters like the Undertaker or Ravenkeeper have had a read on you. Insisting that there is still an alive Minion or Demon out there will help sow confusion into the town.
  • Knowing that you register as evil will give the good team information to work with; be wary of characters like the Chef, who will want to use you as a focal point for finding other evil players. If you're sitting right next to your Demon, maybe wait and see what people have to say before revealing your bluff.
  • Claiming to be an Outsider can obscure the presence of a Drunk, and perhaps imply the existence of a Baron.