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Undertaker and Monk: Difference between pages

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<div id='character-details'>
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[[File:icon_undertaker.png|250px]]
[[File:icon_monk.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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<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>
<p class='flavour'>"'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe."<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 class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, you learn which character died by execution today."
"Each night*, choose a player (not yourself): they are safe from the Demon tonight."


The Undertaker learns which character was executed today.
The Monk protects other players from the Demon.
* 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.
* Each night except the first, the Monk may choose to protect any player except themself.
* The Undertaker wakes each night except the first, as there have been no executions yet.
* If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight.
* 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.
* The Monk does not protect against the Demon nominating and executing someone.
* 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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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== 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, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's '''SAFE''' reminder token by the chosen 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.
If the Demon attacks the player marked '''SAFE''', the player remains alive. (Do not mark them with the Demon's '''DEAD''' reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)


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).
At dawn, remove the '''SAFE''' reminder token.
 
In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.
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<div class='example'>
<div class='example'>
The {{Good|Mayor}} is executed today. That night, the Undertaker is shown the {{Good|Mayor}} token.
The Monk protects the {{Good|Fortune Teller}}. The {{Evil|Imp}} attacks the {{Good|Fortune Teller}}. No deaths occur tonight.
</div>
 
<div class='example'>
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.
</div>
</div>


<div class='example'>
<div class='example'>
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.
The Monk protects the {{Good|Mayor}}, and the {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}}'s "another player dies" ability does not trigger, because the {{Good|Mayor}} is safe from the {{Evil|Imp}}. Nobody dies tonight.
</div>
</div>


<div class='example'>
<div class='example'>
Nobody was executed today. That night, the Undertaker does not wake.
The Monk protects the {{Evil|Imp}} . The {{Evil|Imp}} chooses to kill themself tonight, but nothing happens. The {{Evil|Imp}} stays alive and a new {{Evil|Imp}} is not created.
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== Tips & Tricks ==
== 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.
* Your goal is to keep valuable good players alive and stall the Demon's mayhem. Try to predict who the Demon may target each night based on the available information in the game and how the players are acting. Every Demon is different, and figuring out the methodology of yours can enable you to save more than one player.
 
* 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.


* 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}}
* Don't try to predict what the Demon will do. Instead, talk to your fellow players and find someone to keep alive at all costs. Valuable characters, such as the {{Good|Fortune Teller}} or {{Good|Empath}}, or players that you trust, such as a confirmed {{Good|Virgin}} can survive for entire games under your protection.


* 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.
* If you find a {{Good|Slayer}} or a {{Good|Virgin}}, you can convince them not to use their ability right away, since you can protect them. This will enable them to use their once per game abilities later, when more information is on the table.


* 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!
* You are the only player that you cannot protect, and if you thwart the Demon, they are probably going to want to identify and kill you, so try to avoid the Demon's attention. You can do this by bluffing as a low priority target for the Demon like the {{Good|Chef}}, or an undesirable one like the {{Good|Ravenkeeper}} or {{Good|Soldier}}.


* 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!
* Coming out publicly as the Monk can let you coordinate with the good team, finding the best choice for your protection that night. Even if you die, you are protecting the town; the night the Demon had to spend killing you was a night the Demon wasn't killing your {{Good|Undertaker}} or {{Good|Virgin}}. Beware of the {{Evil|Poisoner}} if you take this route! They can disable you and let the demon kill freely.


* If an executed player is the {{Good|Drunk}}, you will see the {{Good|Drunk}} character token, not the Townsfolk they thought they were.
* If you successfully protect someone at night, you can be reasonably certain that they are good, since the Demon wanted them dead. The only exception is the {{Evil|Imp}}, who has the special ability to die and pass their Demonhood onto one of their Minions, but the chances of this are slim.


* 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 suspect that someone is the {{Evil|Imp}} and about to kill themselves to move the Demon, you can deliberately protect them, preventing them from doing so.


* 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.
* Misdirect the Demon about who you are going to protect. You can do this publicly or by privately whispering to select players. If the Demon believes you are guarding the {{Good|Fortune Teller}}, they may not target them, leaving you free to provide your actual protection to someone else. Keeping the evil team guessing is a good way to spread your 'protection' among multiple players. Be aware, though, that if the player that you say you're going to protect dies, it might make you look evil, so consider confiding in them that they won't actually be protected.


* 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.
* If you wake up and nobody is dead, you might not have protected anyone. The Demon may have attacked a {{Good|Soldier}}.


* 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.
* If think you've successfully protected your target, ask them to bluff as the {{Good|Soldier}}. This will cause the Demon to think they are not worth targeting again, and mask your existence for another night.
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== Bluffing as the Undertaker==
== Bluffing as the Monk==


When bluffing as the Undertaker, there are a few things you should keep in mind:
When bluffing as the Monk, 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.
* The Storyteller would have woken you on nights that the {{Evil|Imp}} wakes - every night except the first - and you would have pointed to a player.


* 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.
* Your choice for who you 'protect' should have some logic behind it. If a publicly revealed {{Good|Fortune Teller}}  dies on your watch, that can be a big clue that you are not who you say you are. However, if you tell the group that you don't believe that the {{Good|Fortune Teller}}  is telling the truth, and that you instead protected a player that has privately revealed that they are the {{Good|Empath}} to you, your choices seem much more reasonable. You can come up with all sorts of reasons about why you protected player A instead of player B, particularly if you prepare what you are going to say beforehand.


* 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.
* The Demon can choose to pick a dead player instead of an alive player at night. If you are claiming to be the Monk, getting the Demon to do this supports your bluff. When nobody dies at night, all players will want to know why. This also means that the player you claimed to have protected from the Demon will look more trustworthy, since the Demon almost always attacks good players. The player that you claim to protect is likely to be seen by other players as the same alignment as you, so you can either ingratiate yourself by claiming to have picked a good player, or back up the Demon by saying you picked them.


* 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.
* The Monk usually operates in secret, not revealing who they are to the group until they have successfully protected a player from death. You can use this secrecy as an excuse to talk to many players in private, either spreading lies to the good players, or coordinating with your evil team mates. If anybody asks why you are being so secretive, the players that believe you are the Monk will come to your defense.


* 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.
* If you are still alive on the final day, and a player has died each night this game, the good players will probably be convinced that you are either a particularly inept Monk, or just evil. If you are a Minion, this can be quite helpful, since the good players will want to execute you, ending the game with an evil victory.


* 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.
* You can draw attention to yourself as a Minion by claiming to have protected the player who died last night. There are legitimate reasons why it might have happened - you could be the {{Good|Drunk}} or poisoned, but providing such an outlandish topic of discussion distracts from the information that the {{Good|Fortune Teller}} has pointing directly at your Demon.
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Revision as of 01:47, 23 March 2023

Icon monk.png Information

Type Townsfolk
Artist Aiden Roberts

"'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe."

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*, choose a player (not yourself): they are safe from the Demon tonight."

The Monk protects other players from the Demon.

  • Each night except the first, the Monk may choose to protect any player except themself.
  • If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight.
  • The Monk does not protect against the Demon nominating and executing someone.

How to Run

Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's SAFE reminder token by the chosen player's character token.

If the Demon attacks the player marked SAFE, the player remains alive. (Do not mark them with the Demon's DEAD reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)

At dawn, remove the SAFE reminder token.

In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.

Examples

The Monk protects the Fortune Teller. The Imp attacks the Fortune Teller. No deaths occur tonight.

The Monk protects the Mayor, and the Imp attacks the Mayor. The Mayor's "another player dies" ability does not trigger, because the Mayor is safe from the Imp. Nobody dies tonight.

The Monk protects the Imp . The Imp chooses to kill themself tonight, but nothing happens. The Imp stays alive and a new Imp is not created.

Tips & Tricks

  • Your goal is to keep valuable good players alive and stall the Demon's mayhem. Try to predict who the Demon may target each night based on the available information in the game and how the players are acting. Every Demon is different, and figuring out the methodology of yours can enable you to save more than one player.
  • Don't try to predict what the Demon will do. Instead, talk to your fellow players and find someone to keep alive at all costs. Valuable characters, such as the Fortune Teller or Empath, or players that you trust, such as a confirmed Virgin can survive for entire games under your protection.
  • If you find a Slayer or a Virgin, you can convince them not to use their ability right away, since you can protect them. This will enable them to use their once per game abilities later, when more information is on the table.
  • You are the only player that you cannot protect, and if you thwart the Demon, they are probably going to want to identify and kill you, so try to avoid the Demon's attention. You can do this by bluffing as a low priority target for the Demon like the Chef, or an undesirable one like the Ravenkeeper or Soldier.
  • Coming out publicly as the Monk can let you coordinate with the good team, finding the best choice for your protection that night. Even if you die, you are protecting the town; the night the Demon had to spend killing you was a night the Demon wasn't killing your Undertaker or Virgin. Beware of the Poisoner if you take this route! They can disable you and let the demon kill freely.
  • If you successfully protect someone at night, you can be reasonably certain that they are good, since the Demon wanted them dead. The only exception is the Imp, who has the special ability to die and pass their Demonhood onto one of their Minions, but the chances of this are slim.
  • If you suspect that someone is the Imp and about to kill themselves to move the Demon, you can deliberately protect them, preventing them from doing so.
  • Misdirect the Demon about who you are going to protect. You can do this publicly or by privately whispering to select players. If the Demon believes you are guarding the Fortune Teller, they may not target them, leaving you free to provide your actual protection to someone else. Keeping the evil team guessing is a good way to spread your 'protection' among multiple players. Be aware, though, that if the player that you say you're going to protect dies, it might make you look evil, so consider confiding in them that they won't actually be protected.
  • If you wake up and nobody is dead, you might not have protected anyone. The Demon may have attacked a Soldier.
  • If think you've successfully protected your target, ask them to bluff as the Soldier. This will cause the Demon to think they are not worth targeting again, and mask your existence for another night.

Bluffing as the Monk

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

  • The Storyteller would have woken you on nights that the Imp wakes - every night except the first - and you would have pointed to a player.
  • Your choice for who you 'protect' should have some logic behind it. If a publicly revealed Fortune Teller dies on your watch, that can be a big clue that you are not who you say you are. However, if you tell the group that you don't believe that the Fortune Teller is telling the truth, and that you instead protected a player that has privately revealed that they are the Empath to you, your choices seem much more reasonable. You can come up with all sorts of reasons about why you protected player A instead of player B, particularly if you prepare what you are going to say beforehand.
  • The Demon can choose to pick a dead player instead of an alive player at night. If you are claiming to be the Monk, getting the Demon to do this supports your bluff. When nobody dies at night, all players will want to know why. This also means that the player you claimed to have protected from the Demon will look more trustworthy, since the Demon almost always attacks good players. The player that you claim to protect is likely to be seen by other players as the same alignment as you, so you can either ingratiate yourself by claiming to have picked a good player, or back up the Demon by saying you picked them.
  • The Monk usually operates in secret, not revealing who they are to the group until they have successfully protected a player from death. You can use this secrecy as an excuse to talk to many players in private, either spreading lies to the good players, or coordinating with your evil team mates. If anybody asks why you are being so secretive, the players that believe you are the Monk will come to your defense.
  • If you are still alive on the final day, and a player has died each night this game, the good players will probably be convinced that you are either a particularly inept Monk, or just evil. If you are a Minion, this can be quite helpful, since the good players will want to execute you, ending the game with an evil victory.
  • You can draw attention to yourself as a Minion by claiming to have protected the player who died last night. There are legitimate reasons why it might have happened - you could be the Drunk or poisoned, but providing such an outlandish topic of discussion distracts from the information that the Fortune Teller has pointing directly at your Demon.