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In Blood on the Clocktower, players can be lots of things - this character or that one, drunk or sober, alive or dead, healthy or poisoned. (Of course, we don’t mean literally.) These are called states. Basically, they’re permanent elements of a player that are independent from each other. For example, if you’re drunk and change your character, you stay drunk. If you’re poisoned, you can be drunk too.
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== Life and Death ==
[[File:icon_undertaker.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


At any given time, a player is either alive or dead. Generally, players die during the day from execution and die at night from characters’ abilities.
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<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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'''Execution is different from death.''' Sometimes, a player may be executed but remain alive rather than die. Players may be executed multiple times, and even dead players may be executed again, just to be sure. Regardless of whether the group executes an alive or dead player, this counts as the one execution allowed for the day.  
<p class='flavour'>"Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


'''A dead player cannot die again.''' If a dead player is attacked by the Demon, for example, they do not die again, and the group does not learn that they died last night.
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<br>
<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/4738810/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-8-20%2F24342759-44100-2-b0671e9b0b241.mp3">You need to enable JavaScript to play this audio</div>


== Alignment and Character ==
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At any given time, a player is either good or evil. Characters start as either good or evil, but their alignment may change. Sometimes, a Townsfolk will be evil. Sometimes, a Demon will be good.
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== Summary ==
"Each night*, you learn which character died by execution today."
 
The Undertaker learns which character was executed today.
* The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count.
* The Undertaker wakes each night except the first, as there have been no executions yet.
* If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token.
* If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.
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If a good player has an evil character, or an evil player has a good character, turn their character token upside-down to remind yourself that the player’s alignment is the opposite of the color of the token.
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== How to Run ==
If a player dies by execution, put the Undertaker's '''DIED TODAY''' reminder token by the dead player's character token.


'''Character is independent of alignment.''' If a player changes alignment, their character stays the same, and vice versa. For example, if the Goon becomes evil, they’re still the Goon. Or if the Pit-Hag turns the good Juggler into the Witch, then the Witch is still good.
Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked '''DIED TODAY''' to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.


'''The player learns of changes...''' If a player’s alignment or character changes, they learn this at the earliest opportunity, in secret. You will usually show the YOU ARE info token and then their new character or alignment. The night sheet or character almanac will tell you when an alignment or character changes, prompting you to wake the changed player and inform them. Learning a new character or alignment isn’t information in the normal sense. It is not affected by drunkenness or poisoning, or by characters such as the Vortox. This is so that players know their own alignment and character.
In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
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'''...with a few exceptions.''' Sometimes, a player thinks they are a character or alignment that is different from their true character or alignment. For example, the Drunk and the Lunatic are designed to not know who they really are.
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== Drunkenness and Poisoning ==
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At any given time, a player is either sober or drunk, and either poisoned or healthy. Being drunk and being poisoned do the same thing. Alive and dead players alike can be drunk or poisoned.


'''A drunk or poisoned player has no ability.''' A drunk Slayer cannot slay anybody, a poisoned Demon cannot kill anyone, a drunk Virgin cannot cause an execution with their ability, a poisoned Courtier cannot make anyone drunk. If a player tries to use their “once per game” ability while drunk or poisoned, they do not get to use it again. It is gone.
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'''They can get their ability back.''' If a drunk player becomes sober again, or if a poisoned player becomes healthy again, they regain their ability. That said, if they used their “once per game” ability already, then tough luck.
== Examples ==


'''Do not tell them they are drunk or poisoned!''' Instead, act just like they’re sober and healthy. For example, a drunk Monk still wakes each night and chooses a player to protect... but that player won’t be protected. A poisoned Demon still wakes to attack a player, but nobody dies, and the Demon won’t know exactly why. Sometimes you may want to hint to them that they are drunk or poisoned, such as by showing the Undertaker that the Mayor got executed when nobody is claiming to be the Mayor, but such times are exceedingly rare.
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The {{Good|Mayor}} is executed today. That night, the Undertaker is shown the {{Good|Mayor}} token.
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'''You can give them false information.''' A drunk or poisoned player does not have an ability, but they think they do. If their ability gives them information, you can give them incorrect information. For example, a drunk Empath still wakes each night and gets shown a finger signal, but you can show the wrong number of fingers. A poisoned Undertaker gets shown the character token of the player who died by execution today, but you can show the wrong character token. You’re not required to give incorrect info, but you can—and you usually should!
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The {{Good|Drunk}}, who thinks they are the {{Good|Virgin}}, is executed today. At night, the Undertaker is shown the {{Good|Drunk}} token, because the Undertaker learns a player's true character, as opposed to the one they believe they are.
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'''Drunkenness and poisoning do not cancel out.''' A poisoned drunk does not become sober or healthy! They’re just both poisoned and drunk.
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The {{Evil|Spy}} is executed. Two Travellers are exiled. That night, the Undertaker is shown the {{Good|Butler}} token, because the {{Evil|Spy}} is registering as the {{Good|Butler}}, and because the exiles are not executions.
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'''Abilities used on a drunk or poisoned player work normally.''' For example, an Empath correctly learns the alignment of their drunk neighbors. A Fortune Teller correctly identifies a poisoned Demon. If the Duchess - a Fabled character that grants information to three players - is visited by a poisoned Slayer, then the Slayer gains correct information. In this case, the Duchess’s ability is working properly, while the Slayer has no ability.
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Nobody was executed today. That night, the Undertaker does not wake.
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'''Always give correct information about the rules''', even to drunk or poisoned players. They need to be able to trust you at least that much.
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'''The player is drunk or poisoned, not the character''', even though it is common to refer to a drunk or poisoned character. If a drunk player becomes a new character, they are still drunk. If a poisoned player swaps characters with another player, the player remains poisoned.
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'''The timing of drunkenness and poisoning can vary''' slightly with unusual character combinations. Normally, if an ability is a permanent ability or is already affecting the game, the player loses their ability when they become drunk or poisoned, and that ability resumes when they become sober and healthy again.
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The Tea Lady is poisoned, so she does not protect her neighbors. Later, the Tea Lady becomes healthy, so she protects her neighbors again.
== Tips & Tricks ==
<hr />
 
The sober Witch has cursed a player. The Witch becomes drunk, so that player is not cursed. Later, the Witch becomes sober again, so that player is cursed again.
* The more players that are executed, the more information you get. It's to your benefit to facilitate as many executions as you can. The good team's main method for killing evil players is execution as they are far less likely to die at night, so every execution is a chance to hit the Demon. If you don't, you'll at least arrive on the final day knowing a lot more about your fellow players and their roles.
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* You do not learn the identity of Travellers; they are exiled, not executed. The only exception to this is the {{Traveler|Scapegoat}}, since they are explicitly executed by their character ability. However, you do not learn their alignment, only their character.
 
* Executing someone when you don't know their identity can lend credence to your claim as the Undertaker. Alternatively, executing someone who has come out and is claiming a particular character allows you to confirm their story, as you will learn what character they are. Both are great ways to build trust with your fellow good team members.


If an ability is triggered or used when the player is drunk or poisoned, the ability is wasted. It has no effect now, and no effect later on, even if the player later becomes sober and healthy.
* Good candidates for early executions are characters like the {{Good|Washerwoman}} and the {{Good|Librarian}}, as confirming their identity allows you to also confirm other good players. Executing the {{Good|Investigator}} pr {{Good|Chef}} doesn't confirm any other players, but still does mean you can trust their powerful information and perhaps quickly execute the troublesome {{Evil|Poisoner}}


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* Executing a character like the {{Good|Fortune Teller}} may mean they don't get any more information, but you can confirm them and everything they've said up until that point. If they die during the night, they can no longer be confirmed.
A poisoned Sweetheart dies. The Sweetheart does not make a player drunk, even if the Sweetheart becomes healthy later on.
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A drunk Innkeeper chooses two players to protect. They are not protected, even if the Innkeeper becomes sober later on.
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If an ability is triggered or used when the player is sober and healthy, the ability works normally, even if the ability relies on some condition being true in the past and the player was drunk or poisoned at that time in the past.
* Coming out early opens you up to risks of death or poisoning. Waiting to reveal your information until a critical moment can maximise the amount of information you receive. Make sure to come out before the end of the game!


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* Coming out as soon as possible is a good choice if you've learned something critical, such as the identity of the Demon. If you are shown that the executed player was the {{Evil|Imp}}, it is very likely that a {{Evil|Scarlet Woman}} just took over as the Demon!
A sober Juggler wakes at night and learns correct information, even though the Juggler was drunk when they made their guesses earlier that day.
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Clocktower is designed so that such odd timing situations are rare. When in doubt, refer to the character’s almanac entry for clarification.
* If an executed player is the {{Good|Drunk}}, you will see the {{Good|Drunk}} character token, not the Townsfolk they thought they were.


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* If you see that a player is a good character, you can trust them, and claim what you are to them. Then, when you eventually reveal yourself as the Undertaker, the executed players will be able to back you up.
<span style='font-style: normal'>'''TIPS.'''</span> To run drunkenness and poisoning well, listen to the bluffs of the evil players, and support those bluffs wherever possible. For example, if the drunk Ravenkeeper chooses to learn about Doug, who is the Baron but bluffing as the Mayor, you can help the evil team if you show the Ravenkeeper the Mayor token. If the drunk Ravenkeeper instead chooses to learn about a good player, it can be helpful to show an evil character token instead. Normally, you should make drunkenness and poisoning as harmful as possible to the drunk or poisoned player.
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== Madness ==
* If you see an evil character token, it is typically unwise to be truthful with the player who was just executed. You may still want to claim to be the Undertaker and pretend to back up their bluff, so that the {{Evil|Imp}} and {{Evil|Poisoner}} might avoid you in future nights.


Madness is introduced in the [[Sects & Violets]] edition. It’s fairly rare, with only about a dozen characters that cause madness over the many editions. It is more like a real-world state than a game-state. You cannot look in the Grimoire and see which characters are mad or not, but you can watch and listen to what people are saying to determine if players are mad or not.
* A player who dies because of the {{Good|Virgin}} is considered executed and will react to your ability, so you will learn who they are that night.


'''When a player is mad about something, that means they’re trying to convince the group that something is true.''' Some players are instructed to be mad about something, and some players are instructed to not be mad about something.
* Beware the {{Evil|Spy}} and the {{Good|Recluse}}! They will likely register to you as good and evil characters respectively, as their abilities continue to function even when they are dead.
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'''When a player is instructed to be mad about something, but they aren’t, the Storyteller might give them a penalty.''' Likewise, if they are mad about it, the Storyteller might give them a bonus. The specific instructions, benefits, and penalties of madness are written on the character token or character sheet.
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The Mutant’s ability is “If you are ‘mad’ about being an Outsider, you might be executed.” Alex, the Mutant player, is trying to convince the group that he is the Mutant, an Outsider character, so he is mad about being an Outsider. Alex might say something obvious, like “I am the Mutant!” or “I am not a Townsfolk... but I’m not going to tell you my character.” In either case, the Storyteller is welcome to execute him.
<br><br>
Alex may instead try something more subtle. He might say something like “I am not going to tell you who I am, but I’m definitely not the Mutant,” with a mischievous grin on his face, or he may even say nothing at all while other players accuse him of being the Mutant. In either case, the Storyteller may judge that Alex is trying to convince the group that he is the Mutant. In the first case, he is saying one thing and meaning another. In the second case, he is saying nothing at all but hoping that, because of it, the group will conclude that he is the Mutant. In either case, the Storyteller might execute him.
<br><br>
Similarly, even if the Storyteller doesn’t spot Alex telling anyone that he is an Outsider, but an evil player comes up to the Storyteller in private and says, “Alex told me he is the Mutant,” then that’s evidence enough that he’s trying to convince the group that he is the Mutant, so the Storyteller can execute him.
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The Cerenovus’ ability tells a player that they should be mad about being a specific character or else they might be executed. The Cerenovus chooses Sarah to be mad about being the Sage, so Sarah should do her best to convince the group that she is the Sage, or else she risks being executed.
== Bluffing as the Undertaker==
<br><br>
Sarah simply sits there and says nothing, so she has certainly acted the way a Sage would act—staying quiet—but she has not tried to convince the group that she was in fact the Sage. Something much more convincing would be required—a great start would be saying “I’m the Sage. I lied about who I was yesterday so that the Demon would attack me, but alas, it didn’t work. But, yes, no lies, I am the Sage.” Instead, Sarah stays quiet, and because the Storyteller believes that Sarah isn’t trying very hard to convince people that she is the Sage, the Storyteller is free to execute her.
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'''Players are never forced to be mad.''' Players may say whatever they want at any time—they are never compelled to say anything they do not wish to say. With madness, however, they are incentivized to say particular things and disincentivized to say others. If a player flat out says, “I am mad,” or otherwise heavily implies it, then the Storyteller can give them the appropriate penalty or remove the appropriate benefit. This kind of statement is usually a player’s way of saying “I do not wish to be mad about this thing, and I would rather take the penalty.” Even if a player merely implies that they are mad, that counts.
When bluffing as the Undertaker, there are a few things you should keep in mind:


'''A previously mad player can talk about it without penalty.''' Once they are no longer mad, players can let the group know that they were mad without suffering the consequences. For example, a player that was picked by the Cerenovus two nights ago, but not last night, can happily tell the group this without fear of execution. A dead Mutant no longer has their ability, so need not fear its consequences.
* Each night, apart from the first night, the Storyteller would have woken you up and shown you the character token of the player who was executed yesterday.


'''You, the Storyteller, are the final judge about who is and who is not behaving madly.''' There are no rules about what must or must not be said. What matters is what you think the player is trying to do.
* A good Undertaker may very well wait a few days before revealing that they are the Undertaker. Feel free to stay quiet for a while, or even claim to be a different character at first, to seem like an Undertaker bluffing as something else.


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* You can make yourself look good by confirming that good players are who they say they are. For this strategy to be successful you will need to find out who they are beforehand. If you are the {{Evil|Spy}}, or have access to a {{Evil|Spy}}, then you can be more convincing in this due to your complete knowledge of everybody's characters.
Returning to the Mutant example above, if you think that the player is genuinely trying to convince the group that they are not the Mutant, they are not mad about being the Mutant. But if you think they are trying to convince the group that they are an Outsider, however subtly, then it’s curtains for them. Execute them at will.
<br><br>
Returning to the Cerenovus example above, if you think that the player instructed to be mad by the Cerenovus is genuinely doing their best to convince the group (verbally) that they are the Sage, then they are mad that they are the Sage, and therefore safe. But if you believe that they are just half-heartedly saying a few token words, and that they pretty much expect to be disbelieved, or even if you think that they are doing their best to be disbelieved, then they pay the penalty of being executed at your leisure.
<hr />
Generally, be firm in your judgment. If players come to believe that all they need to do is put in a half-assed effort to avoid the madness penalty, then that’s what they will do. It’s not the end of the world if this happens, but the fun in being mad is in being incentivised to spread lies and misinformation to your own team and to not be able to own up to it until you are sane again!
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'''Advanced players should know how to play madness well''', while beginner players may be confused. Take this into consideration when deciding whether or not to penalize a player for madness.
* You can make key players look evil by claiming that they are Minions, or even the Demon, if they are executed. This is risky, as the player in question will know that you are probably evil, but potentially game winning, as the rest of the group won't know that you are lying. Since most of the time more good players will be getting executed than evil players, use this technique sparingly. If you find that you aren't believed, you can always claim to be the {{Good|Drunk}} or poisoned.


For example, if Abdallah, an advanced player, is instructed to be mad about being the Flowergirl, then he better be telling the group which days the Demon voted and did not vote. If Abdallah was truly the Flowergirl and had revealed his character to the group, there would be little reason for him to withhold his Flowergirl information. Abdallah is an advanced player, so he should not be getting any free passes. If he puts in a solid effort in convincing the group he actually is the Flowergirl, then he lives!
* If another Evil player dies by execution, you can safely claim that they are either a good or evil character. If you claim that they are a good character, both of you confirm each other's stories, so you both look more trustworthy. If you claim that they are an evil character, they should (hopefully) act a little more evil, and publicly subtly imply that they are, in fact, evil, making you appear to be the real Undertaker.


'''Beginner players should be given a little more leeway.''' As long as you believe they are putting in a genuine effort to convince the group, then you can be more forgiving. Players don’t have to actually convince anyone in order to count as mad... they just need to put in a sincere-looking effort.
* A good way to undermine an executed Townsfolk character is to claim you saw the {{Good|Drunk}} token for them instead. If the group believes you (and especially if the executed player believes you), then the group will assume that any information they received was unreliable. If you don't know which character a player is, claiming that they are the {{Good|Drunk}} is a good way to hide this fact.
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[[Category:Trouble Brewing]]
[[Category:Townsfolk]]

Revision as of 01:45, 23 March 2023

Icon undertaker.png Information

Type Townsfolk
Artist Aiden Roberts

"Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night*, you learn which character died by execution today."

The Undertaker learns which character was executed today.

  • The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count.
  • The Undertaker wakes each night except the first, as there have been no executions yet.
  • If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token.
  • If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

How to Run

If a player dies by execution, put the Undertaker's DIED TODAY reminder token by the dead player's character token.

Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked DIED TODAY to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.

In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).

Examples

The Mayor is executed today. That night, the Undertaker is shown the Mayor token.

The Drunk, who thinks they are the Virgin, is executed today. At night, the Undertaker is shown the Drunk token, because the Undertaker learns a player's true character, as opposed to the one they believe they are.

The Spy is executed. Two Travellers are exiled. That night, the Undertaker is shown the Butler token, because the Spy is registering as the Butler, and because the exiles are not executions.

Nobody was executed today. That night, the Undertaker does not wake.

Tips & Tricks

  • The more players that are executed, the more information you get. It's to your benefit to facilitate as many executions as you can. The good team's main method for killing evil players is execution as they are far less likely to die at night, so every execution is a chance to hit the Demon. If you don't, you'll at least arrive on the final day knowing a lot more about your fellow players and their roles.
  • You do not learn the identity of Travellers; they are exiled, not executed. The only exception to this is the Scapegoat, since they are explicitly executed by their character ability. However, you do not learn their alignment, only their character.
  • Executing someone when you don't know their identity can lend credence to your claim as the Undertaker. Alternatively, executing someone who has come out and is claiming a particular character allows you to confirm their story, as you will learn what character they are. Both are great ways to build trust with your fellow good team members.
  • Good candidates for early executions are characters like the Washerwoman and the Librarian, as confirming their identity allows you to also confirm other good players. Executing the Investigator pr Chef doesn't confirm any other players, but still does mean you can trust their powerful information and perhaps quickly execute the troublesome Poisoner
  • Executing a character like the Fortune Teller may mean they don't get any more information, but you can confirm them and everything they've said up until that point. If they die during the night, they can no longer be confirmed.
  • Coming out early opens you up to risks of death or poisoning. Waiting to reveal your information until a critical moment can maximise the amount of information you receive. Make sure to come out before the end of the game!
  • Coming out as soon as possible is a good choice if you've learned something critical, such as the identity of the Demon. If you are shown that the executed player was the Imp, it is very likely that a Scarlet Woman just took over as the Demon!
  • If an executed player is the Drunk, you will see the Drunk character token, not the Townsfolk they thought they were.
  • If you see that a player is a good character, you can trust them, and claim what you are to them. Then, when you eventually reveal yourself as the Undertaker, the executed players will be able to back you up.
  • If you see an evil character token, it is typically unwise to be truthful with the player who was just executed. You may still want to claim to be the Undertaker and pretend to back up their bluff, so that the Imp and Poisoner might avoid you in future nights.
  • A player who dies because of the Virgin is considered executed and will react to your ability, so you will learn who they are that night.
  • Beware the Spy and the Recluse! They will likely register to you as good and evil characters respectively, as their abilities continue to function even when they are dead.

Bluffing as the Undertaker

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

  • Each night, apart from the first night, the Storyteller would have woken you up and shown you the character token of the player who was executed yesterday.
  • A good Undertaker may very well wait a few days before revealing that they are the Undertaker. Feel free to stay quiet for a while, or even claim to be a different character at first, to seem like an Undertaker bluffing as something else.
  • You can make yourself look good by confirming that good players are who they say they are. For this strategy to be successful you will need to find out who they are beforehand. If you are the Spy, or have access to a Spy, then you can be more convincing in this due to your complete knowledge of everybody's characters.
  • You can make key players look evil by claiming that they are Minions, or even the Demon, if they are executed. This is risky, as the player in question will know that you are probably evil, but potentially game winning, as the rest of the group won't know that you are lying. Since most of the time more good players will be getting executed than evil players, use this technique sparingly. If you find that you aren't believed, you can always claim to be the Drunk or poisoned.
  • If another Evil player dies by execution, you can safely claim that they are either a good or evil character. If you claim that they are a good character, both of you confirm each other's stories, so you both look more trustworthy. If you claim that they are an evil character, they should (hopefully) act a little more evil, and publicly subtly imply that they are, in fact, evil, making you appear to be the real Undertaker.
  • A good way to undermine an executed Townsfolk character is to claim you saw the Drunk token for them instead. If the group believes you (and especially if the executed player believes you), then the group will assume that any information they received was unreliable. If you don't know which character a player is, claiming that they are the Drunk is a good way to hide this fact.