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(Created page with "<div class="row"> <div class="large-12 columns"> You can set up a game of Clocktower by following the instructions on the '''setup sheet''', which are explained in more detail here. == Gather Your Players === Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often,...")
 
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You can set up a game of Clocktower by following the instructions on the '''setup sheet''', which are explained in more detail here.


[[File:icon_monk.png|250px]]
== Gather Your Players ===
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.


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== Prepare The Grimoire ==
<tr>
Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece '''Grimoire stand''' and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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<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>
== Choose An Edition ===
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
This box set comes with three editions: [[Trouble Brewing]], [[Bad Moon Rising]], and [[Sects & Violets]]. Choose one to play with. Uncover and add its '''edition box''' to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.
<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/10280962/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-1-10%2F47612774-44100-2-1b41a517e93ce.mp3">You need to enable JavaScript to play this audio</div>


</div>
You’ll need five or more players for [[Trouble Brewing]], and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and [[Sects & Violets]] characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)


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We recommend you start with [[Trouble Brewing]] and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.
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== Prepare The Town Square ==
Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.


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== Read The Rules To Any New Players ==
The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.


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== Summary ==
Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.
"Each night*, choose a player (not yourself): they are safe from the Demon tonight."
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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.
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== How to Run ==
If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.
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.
<hr />
 
There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.
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.)
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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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== Examples ==
 
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The Monk protects the {{Good|Fortune Teller}}. The {{Evil|Imp}} attacks the {{Good|Fortune Teller}}. No deaths occur tonight.
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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.
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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 ==
 
* 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 {{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.
 
* 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.
 
* 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 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 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 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.
 
* 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.
 
* If you wake up and nobody is dead, you might not have protected anyone. The Demon may have attacked a {{Good|Soldier}}.
 
* 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 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 {{Evil|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 {{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.
 
* 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.
== Secretly Choose Characters ==


* 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.
Take all of the Townsfolk '''character tokens''' out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.


* 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.
If there are more than fifteen players in this game, then any excess players must volunteer to be {{Traveller|Travellers}}. {{Traveller|Travellers}} have
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enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the {{Traveller|Travellers}} sheet, so they can choose which {{Traveller|Travellers}} they wish to be. You’ll find more information about them at {{Traveller|Travellers}}.


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For your first game, we do not recommend that you include {{Traveller|Travellers}} or {{Fabled|Fabled}}.


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<span style='font-style: normal;'>'''CHOOSING CHARACTERS'''.</span> The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:
<br><br>
'''Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp.''' This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!
<br><br>
'''Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp.''' This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?
<br><br>
'''Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp.''' This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!
</div>
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[[Category:Trouble Brewing]]
== Add and Remove Characters ==
[[Category:Townsfolk]]

Revision as of 01:48, 23 March 2023

You can set up a game of Clocktower by following the instructions on the setup sheet, which are explained in more detail here.

Gather Your Players =

Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.

Prepare The Grimoire

Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece Grimoire stand and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)

Choose An Edition =

This box set comes with three editions: Trouble Brewing, Bad Moon Rising, and Sects & Violets. Choose one to play with. Uncover and add its edition box to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.

You’ll need five or more players for Trouble Brewing, and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and Sects & Violets characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)

We recommend you start with Trouble Brewing and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.

Prepare The Town Square

Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.

Read The Rules To Any New Players

The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.

Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.


If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.


There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.

Secretly Choose Characters

Take all of the Townsfolk character tokens out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.

If there are more than fifteen players in this game, then any excess players must volunteer to be Template:Traveller. Template:Traveller have enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the Template:Traveller sheet, so they can choose which Template:Traveller they wish to be. You’ll find more information about them at Template:Traveller.

For your first game, we do not recommend that you include Template:Traveller or Fabled.

CHOOSING CHARACTERS. The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:

Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp. This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!

Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp. This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?

Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp. This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!

Add and Remove Characters